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[Re-Release] WaW Code Mega Thread [Updated 7/10/11]
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[Re-Release] WaW Code Mega Thread [Updated 7/10/11]Posted:

Stammpede
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Joined: Jun 28, 201014Year Member
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Status: Offline
Joined: Jun 28, 201014Year Member
Posts: 794
Reputation Power: 34
Please read this first!

Okay so I have realized that there has not been any other big code lists for WaW here so I have decided to post a mega thread on patch codes. I take absolutley no credit for originally making this. (except for adding the codes in the changelog)
Also if you are the creator of a code I put here and you want me to take it down, I will do so as quick as I can. This was not originally made by me the original poster is EddieMeduza on Nextgenupdate.


I will try to update this thread frequently by adding more codes along with giving credit to the creators.


Credits:
TOXiiC x PLAGUE
CRIPPLER
COOLBUNNY1234
RiLEY32327
Playstation3lb
EddieMeduza
CF3
Rawr
Mikeey
iBlueBerry
scottp68877
TTG_iRaaTeD
IELIITEMODZX
-Crippler-
Aok Mikey



[If I didn't include you when I should have Pm me]



Changelog:

7/4/11
-Added Mortar Strike Code
-Added Blue Berry's Skybase
-Added Working Carpenter on Any Map

7/5/11
-Added Codepost Dpad Binds
-Removed iBlueBerry's Skybase by his request.

7/6/11
-Added Non-Sticky Dvars
-Added Infections

7/7/11
-Added kick Player
-Added Lunar Landers for nach der untoten
-Added Trampoline v2
-Added Ac130 (Lol I thought I already put this in here)

7/10/11
-Added Chopper Gunner
-Added Orbital Strike
-Added Lunar Landers for Der riese
-Added Garage
-Added Easter Egg Song
-Added Nukenades
-Added Aok Mikey's teleporters


Please reply Suggestions on what to add next!

To quickly find the code you want click Ctrl F and type in the number of the code.
For example if I wanted to find Blue Ping, I would click Ctrl F and type in [C001]



Contents

[C001] Blue Ping
[C002] Bullet Tracers
[C003] Color Changing Crosshair
[C004] Death Skulls/Cars/Actors
[C005] Delete Wall Weapons + Random Box
[C006] Disable Teleporters (Der Riese)
[C007] Disco FOG (Nacht Der Untoten)
[C008] Display Location
[C009] Game Ending Nuke
[C010] Gun Game
[C011] Make Clone Of Yourself
[C012] Modded Spawn Points
[C013] One In Chamber
[C014] Plants V.S Zombies
[C015] Prestige Accoring to Clantag
[C016] RCXD Car
[C017] Scrolling Credits
[C018] Scrolling Text
[C019] SharpShooter
[C020] ShotGun Game
[C021] Sniper Lobby
[C022] Spawn Triggers
[C023] Stats To Add To doStats
[C024] Sticky Dvars
[C025] Teleport All Players To Crosshair
[C026] Toggle GodMode For Everyone
[C027] Toggle Red Vision For Everyone
[C028] Toggle UFO Mode For everyone
[C029] Toggle Spawn Power-Ups
[C030] Unlimited Grenades
[C031] Unlock All Attatchments
[C032] Welcome Text
[C033] Zombie With Gun
[C034] Zombies Switch Teams And Give Them Guns
[C035] MP weapon name List
[C036] Perks name List
[C037] Modded Bullets
[C038] Zombie Store
[C039] Solid Models:
[C040] Scrolling Text Instructions:
[C041] Bleeding Guts:
[C042] Terminator:
[C043] Pack-a-Punch:
[C044] Kamikaze Test Spheres:
[C045] Smooth Fade To Black Screen:
[C046] Shader List:
[C047] Advanced Lag:
[C048] Rocket Sniper Sky Base:
[C049] Mortar Strike
[C050] Working Carpenter Any Map
[C051] Blue Berry's Skybase
[C052] Code Post Dpad Binds
[C053] Non-Sticky Dvars
[C054] Kick Player Option
[C055] Trampoline v2
[C056] Lunar Landers for nach der untoten
[C057] Coolbunny's Ac130
[C058] Chopper Gunner
[C059] Orbital Strike
[C060] Lunar Landers Der riese
[C061] Garage
[C062] Easter Egg Song
[C063] Nukenades
[C063] Aok Mikeey's Teleporters

Infections
[I-1] Zombies Float Up when Dead
[I-2] Huge Scoreboard
[I-3] Different Scoreboard Colors
[I-4] Different Grenade Indicator Color
[I-5] Aimbot
[I-6] Wallhack
[I-7] Red Gamertag
[I-8] Developer Clan Tags
[I-9] Flashing Reload
[I-10] Laser Sight
[I-11] Large Name
[I-12] Bullet Tracers
[I-13] Promod
[I-14] No Mod Block



[B][C001] Blue Ping:


self setClientDvar( "cg_ScoresPing_HighColor", "0 0 1 1" );
self setClientDvar( "cg_ScoresPing_LowColor", "0 0.68 1 1" );
self setClientDvar( "cg_ScoresPing_MedColor", "0 0.49 1 1" );


[C002] Bullet Tracers:

DoTracers() {
        if(!IsDefined(self.tracerz)) {
                self.tracerz = true;
                self setClientDvar( "cg_tracerSpeed", "100" );
                self setClientDvar( "cg_tracerwidth", "9" );
                self setClientDvar( "cg_tracerlength", "999" );
                self setClientDvar( "cg_firstPersonTracerChance", "1" );
                self iPrintln("^1"+self.playername+"^7: Tracers ^2On");
        } else {
                self.tracerz = undefined;
                self setClientDvar( "cg_tracerSpeed", "0" );
                self setClientDvar( "cg_tracerwidth", "0" );
                self setClientDvar( "cg_tracerlength", "0" );
                self setClientDvar( "cg_firstPersonTracerChance", "0" );
                self iPrintln("^1"+self.playername+"^7: Tracers ^1Off");
        }
}


[C003]Color Changing Crosshair:


(This goes in your OnPlayerSpawned)

self BetterCrosshair("+", 2.3, 0.2);



(Put this anywhere)

BetterCrosshair(text, scale, speed) {
        Leeches = self createfontstring("objective", scale, self);
        Leeches setpoint("CENTER");
        Leeches settext(text);
        self thread CrosshairDestroy(Leeches);
        self setclientdvar("cg_crosshairAlpha", 0);
        rand = [];
        for(;;) {
                for(i=0;i<=3;i++) {
                        random = randomInt( 100 ); rand[i] = random/100;
                }
        Leeches.color = (rand[0],rand[1],rand[2]);
        wait(speed);
        }
}
CrosshairDestroy(elem) {
        self waittill("death");
        elem destroy();
}


[C004]Death Skulls/Cars/Actors:

crippler() 

            while( 1 ) 
            { 
                    if ( self getStance() == "crouch")
                    if(self UseButtonPressed())
                            {
                    self thread DeathSkull(self.origin);
                            } 
                            wait 1;
            } 
}   
DeathSkull(Location)
{
        self endon ( "disconnect" );
        self endon ( "death" );
        Distance = 80; Rise = (0, 0, 40); quake = 155; nuke = 150; munk = 200;
        Crippler7s = spawn("script_model", Location + Rise);
        Crippler7s setModel("zombie_skull"); [B][COLOR="Red"]//change to whatever you want [/COLOR][/B]
        level._effect["11"] = loadfx( "misc/fx_zombie_powerup_on" ); wait .1; 
        level._effect["12"] = loadfx("misc/fx_zombie_electric_trap");wait .1;
        level._effect["13"] = loadfx("maps/zombie/fx_zombie_wire_spark");wait .1;
        level._effect["14"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small"); wait .1;
        playfx(level._effect["14"], Crippler7s.origin); wait .1;
        playfx(level._effect["13"], Crippler7s.origin); wait .1;
        playfx(level._effect["12"], Crippler7s.origin); wait .1;
        playfx(level._effect["11"], Crippler7s.tagorigin); wait .1;
                while( 1 )
                {
       
                level._effect["1"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
                level._effect["3"] = loadfx("misc/fx_zombie_mini_nuke");       
                playfx(level._effect["3"], Crippler7s.origin); wait .1;
                playfx(level._effect["1"], Crippler7s.origin); wait .1;
                Crippler7s moveto (Crippler7s.origin + (0,0,40),1);
                Crippler7s rotateyaw(2880,2);
                if( distance( self.origin, Location ) < quake )
                earthquake(1, .4, self.origin, 512);
                if( distance( self.origin, Location ) < quake )
                self playsound( "nuke_flash" );
                if( distance( self.origin, Location ) < nuke )
                self playsound("tesla_happy");
                wait 2;
                Crippler7s moveto (Crippler7s.origin - (0,0,40),.1);
                zombies = GetAiSpeciesArray( "axis", "all" );
                for (i = 0; i < zombies.size; i++)             
                if( distance( zombies[i].origin, Location ) < munk )           
                zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
                wait .2;
                }
 }


[C005] Delete Wall Weapons + Random Box:
 
DeleteWeapons() {
        weapons = GetEntArray( "weapon_upgrade", "targetname" );
        for(i=0;i<=weapons.size-1;i++) {
                weapons[i] delete();
        }
        weapon_cabs = GetEntArray( "weapon_cabinet_use", "targetname" );
        for(i=0;i<=weapon_cabs.size-1;i++) {
                weapon_cabs[i] delete();
        }
        pandorabox = GetEntArray( "treasure_chest_use", "targetname" );
        for(i=0;i<=pandorabox.size-1;i++) {
                pandorabox[i] delete();
        }
       [B][COLOR="Red"] //Remove this part below if you DO NOT want to delete perks.[/COLOR][/B]
        vending_triggers = GetEntArray( "zombie_vending", "targetname" );
        for(i=0;i<=vending_triggers.size-1;i++) {
                vending_triggers[i] delete();
        }
}


[C006] Disable Teleporters (Der Riese):

DoTeleDelete() {
        for ( i=0; i<3; i++ ) {
                trig = GetEnt( "trigger_teleport_pad_" + i, "targetname");
                if ( IsDefined(trig) ) {
                        trig delete();
                }
        }
}


[C007] Disco FOG (Nacht Der Untoten):

doDisco() 
{
 
wait 5;
self iPrintlnBold("Disco Mode Activated");       
        while(1)
        {
         
        self SetExpFog(256, 512, 1, 0, 0, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0, 1, 0, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0, 0, 1, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.4, 1, 0.8, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.8, 0, 0.6, 0); 
        wait .1; 
        self SetExpFog(256, 512, 1, 1, 0.6, 0); 
        wait .1; 
        self SetExpFog(256, 512, 1, 1, 1, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0, 0, 0.8, 0);
        wait .1; 
        self SetExpFog(256, 512, 0.2, 1, 0.8, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.4, 0.4, 1, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0, 0, 0, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.4, 1, 1, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.6, 0, 0.4, 0); 
        wait .1; 
        self SetExpFog(256, 512, 1, 0, 0.8, 0); 
        wait .1; 
        self SetExpFog(256, 512, 1, 1, 0, 0); 
        wait .1;   
        self SetExpFog(256, 512, 0.6, 1, 0.6, 0); 
        wait .1; 
        self SetExpFog(256, 512, 1, 0, 0, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0, 1, 0, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0, 0, 1, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.4, 1, 0.8, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.8, 0, 0.6, 0); 
        wait .1; 
        self SetExpFog(256, 512, 1, 1, 0.6, 0); 
        wait .1; 
        self SetExpFog(256, 512, 1, 1, 1, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0, 0, 0.8, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.2, 1, 0.8, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.4, 0.4, 1, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0, 0, 0, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.4, 1, 1, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.6, 0, 0.4, 0); 
        wait .1; 
        SetExpFog(256, 512, 1, 0, 0.8, 0);
        wait .1; 
        self SetExpFog(256, 512, 1, 1, 0, 0); 
        wait .1; 
        self SetExpFog(256, 512, 0.6, 1, 0.6, 0);
         
        } 
}


[C008] Display Location:

LocateMe()   
{
        if( self useButtonPressed() && self GetStance() == "crouch")
        {   
                self iPrintln( "^2" + self.origin );
        } 
}


[C009] Game Ending Nuke:

StartNuke() //only thing that needs threading
{
        self thread nukelocate();
        self thread NukeButton();
}
NukeButton() 
{
        check = 65;
        for(;;) 
        {
                self waittill( "weapon_change" );
                {
                        if(distance( self.origin, (-1650.94, -953.09, 92.9183) ) < check)
                        {
                                self thread AllNuke();
                        }
                }
        }
        wait 0.1;
}
AllNuke()
{
        for(i=0; i<get_players().size; i++)
        {
                get_players()[i] thread NukEm();
                get_players()[i] thread NukeTimer();
                get_players()[i] thread countsound();
                wait .1;
        }
}
countsound()
{
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
}
NukEm()
{
        wait 6;
        earthquake(1, .4, self.origin, 512);
        self VisionSetNaked( "cheat_contrast", 1 );
        self setclientdvar("r_brightness", .3 );
        wait .5;
        earthquake(1, .4, self.origin, 512);
        self SetClientDvar( "timescale", ".3" );
        self playsound( "nuke_flash" );
        self setclientdvar("r_brightness", 1 );
        wait .5;
        earthquake(1, .4, self.origin, 512);
        self setclientdvar("r_brightness", .4 );
        wait .5;
        self setclientdvar("r_brightness", -.3 );
 
        self thread KillTehPlayers();
        self thread KillTehZombies();
        wait 1;
        self setclientdvar("r_brightness", 0 );
 
        self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        players = get_players();
        for(;;)
        {
                for ( i = 0; i < players.size; i++ )
                {
                players[i] DoDamage( players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet" );
                wait 2;
                }
        }
}
KillTehZombies()
{
        zombs = getaiarray( "axis" );level.zombie_total = 0;
        if(isDefined(zombs))
                {
                for( i = 0; i < zombs.size; i++ )
                {
                        zombs[i] dodamage( zombs[i].health * 5000, ( 0, 0, 0 ), self ); 
                        wait 0.05; 
                }                       
        }
}
NukeTimer()
{
        self endon("nukecount_done");
 
        hud69 = newHudElem();
        hud69.foreground = true;
        hud69.sort = 1;
        hud69.hidewheninmenu = false;
        hud69.alignX = "middle";
        hud69.alignY = "left";
        hud69.horzAlign = "middle";
        hud69.vertAlign = "left";
        hud69.x = 40; 
        hud69.y = 175;
        hud69.alpha = 1;
        hud69.fontscale = 2.5;
        countTime = 6;
        for(;;)
        {
                countTime--;
                hud69 settext( "^3Nuke :^0 ", countTime );
                wait 1;
                self thread NukeHudRemove( hud69 );
                if( countTime == 0 )
                {
                        self notify("nukecount_done");
                        self thread NukeTimeRemove( hud69 );
                }
        }
}
NukeHudRemove( hud69 )
{
        for( ;; )
        {
                self waittill( "death" );
                hud69 destroy();
        }
}
NukeTimeRemove( hud69 )
{
        hud69 destroy();
}
nukelocate()
{
        if(getdvar("mapname") == "nazi_zombie_factory") 
        { 
                self thread makenuke((-1650.94, -953.09, 92.9183));
                self thread nukehint((-1650.94, -953.09, 92.9183));
        }
}
makenuke(location)
{
        NukEm = spawn("script_model", location);
        {
                NukEm setModel("zombie_bomb");
        }
}
nukehint( location )

        check = 55; 
        while( 1 ) 
        { 
                wait .1; 
                if( distance( self.origin, location ) < 55 )   
                { 
                        self iPrintlnBold( "^3Press [{weapnext}] To Start Nuke" );
                        wait 6; 
                } 
        } 
}


[C010] Gun Game:

doGunGame()
{
        for(i=0; i<get_players().size; i++)
        {
                self.gungame = 1;
                get_players()[i] thread maps\_status::doGunGame2();
                wait .1;
        }
}






doGunGame2() //only thing that needs threading for gun game
{
        self endon ( "disconnect" );
        self endon ( "death" );

        self DisableInvulnerability();
        self EnableHealthShield( false );
        self thread FactoryTeleMaker2();
        self thread healthStats();
        self thread delete_weaps();
        self thread doDiscoSunGG(); 
        self thread doubleroundsgg();
        self thread doGunMsg( "^5Welcome To TOXiiC's", "^2Gun Game Lobby!!" );
        self thread ggvars();
        self thread NotifyGG();
        self thread weapz();
        self thread identifywinner2();
        self thread zombCountGames();
        self thread flashinggames();
        self thread TOXiiCxPLAGUE();
        self thread set_crosshairgames();
        self thread reviveself();
        self thread nopowerups();
        self iPrintlnBold( "^2You Get a New Gun Every 5 Kills" );
        wait 4;
        self setWeaponAmmoClip( "colt", 6 );
        self setWeaponAmmoClip( "zombie_colt", 52 );
        self setWeaponAmmoStock( "colt", 6 );
        self setWeaponAmmoStock( "zombie_colt", 52 );
        self iPrintlnBold( "^2Weapons : ^11^2/15" );
}
NotifyGG()
{
self endon ( "disconnect" );
self endon ( "death" );
 
        ZmbKills = 0;
        for(;;)
                {
                self waittill( "zom_kill" );
                        ZmbKills++; 
                        wait 0.1;
                if ( ZmbKills == 5 ) {
                        self notify( "weap2" );
                        ZmbKills = 5;
                }
                else if ( ZmbKills == 10 ) {
                        self notify( "weap3" );
                        ZmbKills = 10;
                }
                else if ( ZmbKills == 15 ) {
                        self notify( "weap4" );
                        ZmbKills = 15;
                }
                else if ( ZmbKills == 20 ) {
                        self notify( "weap5" );
                        ZmbKills = 20;
                }
                else if ( ZmbKills == 25 ) {
                        self notify( "weap6" );
                        ZmbKills = 25;
                }
                else if ( ZmbKills == 30 ) {
                        self notify( "weap7" );
                        ZmbKills = 30;
                }
                else if ( ZmbKills == 35 ) {
                        self notify( "weap8" );
                        ZmbKills = 35;
                }
                else if ( ZmbKills == 40 ) {
                        self notify( "weap9" );
                        ZmbKills = 40;
                }
                else if ( ZmbKills == 45 ) {
                        self notify( "weap10" );
                        ZmbKills = 45;
                }
                else if ( ZmbKills == 50 ) {
                        self notify( "weap11" );
                        ZmbKills = 50;
                }
                else if ( ZmbKills == 55 ) {
                        self notify( "weap12" );
                        ZmbKills = 55;
                }
                else if ( ZmbKills == 60 ) {
                        self notify( "weap13" );
                        ZmbKills = 60;
                }
                else if ( ZmbKills == 65 ) {
                        self notify( "weap14" );
                        ZmbKills = 65;
                }
                else if ( ZmbKills == 70 ) {
                        self notify( "weap15" );
                        ZmbKills = 70;
                }
                else if ( ZmbKills == 75 ) {
                        self notify( "gameizover" );
                        ZmbKills = 75;
                }

        }
}
weapz()
{
        if(getdvar("mapname") == "nazi_zombie_prototype")
        {
                self thread weapzoldmaps();
        }
        else if(getdvar("mapname") == "nazi_zombie_factory")
        {
                self thread weapznewmaps();
        }
        else if(getdvar("mapname") == "nazi_zombie_sumpf")
        {
                self thread weapznewmaps();
        }
        else if(getdvar("mapname") == "nazi_zombie_asylum")
        {
                self thread weapzoldmaps();
        }
}
weapzoldmaps()
{
        for(;;)
        {
                self waittill( "weap2" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^12^2/15" );wait .03;self giveweapon("sw_357");wait .1;self switchToWeapon("sw_357");
                }
                self waittill( "weap3" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^13^2/15" );wait .03;self giveweapon("m2_flamethrower_zombie");wait .1;self switchToWeapon("m2_flamethrower_zombie");
                }
                self waittill( "weap4" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^14^2/15" );wait .03;self giveweapon("doublebarrel");wait .1;self switchToWeapon("doublebarrel");
                }
                self waittill( "weap5" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^15^2/15" );wait .03;self giveweapon("shotgun");wait .1;self switchToWeapon("shotgun");
                }
                self waittill( "weap6" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^16^2/15" );wait .03;self giveweapon("mp40");wait .1;self switchToWeapon("mp40");
                }
                self waittill( "weap7" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^17^2/15" );wait .03;self giveweapon("fg42_bipod");wait .1;self switchToWeapon("fg42_bipod");
                }
                self waittill( "weap8" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^18^2/15" );wait .03;self giveweapon("thompson");wait .1;self switchToWeapon("thompson");
                }
                self waittill( "weap9" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^19^2/15" );wait .03;self giveweapon("m1carbine");wait .1;self switchToWeapon("m1carbine");
                }
                self waittill( "weap10" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^110^2/15" );wait .03;self giveweapon("stg44");wait .1;self switchToWeapon("stg44");
                }
                self waittill( "weap11" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^111^2/15" );wait .03;self giveweapon("bar_bipod");wait .1;self switchToWeapon("bar_bipod");
                }
                self waittill( "weap12" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^112^2/15" );wait .03;self giveweapon("mg42_bipod");wait .1;self switchToWeapon("mg42_bipod");
                }
                self waittill( "weap13" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^113^2/15" );wait .03;self giveweapon("30cal_bipod");wait .1;self switchToWeapon("30cal_bipod");
                }
                self waittill( "weap14" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^114^2/15" );wait .03;self giveweapon("ptrs41_zombie");wait .1;self switchToWeapon("ptrs41_zombie");
                }
                self waittill( "weap15" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^215^2/15" );wait .03;self giveweapon("ray_gun");wait .1;self switchToWeapon("ray_gun");
                }
                self waittill( "gameizover" );
                {
                self thread identifywinner();
                }
        }
}
weapznewmaps()
{
        for(;;)
        {
                self waittill( "weap2" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^12^2/15" );wait .03;self giveweapon("zombie_sw_357");wait .1;self switchToWeapon("zombie_sw_357");
                }
                self waittill( "weap3" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^13^2/15" );wait .03;self giveweapon("m2_flamethrower_zombie");wait .1;self switchToWeapon("m2_flamethrower_zombie");
                }
                self waittill( "weap4" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^14^2/15" );wait .03;self giveweapon("zombie_shotgun");wait .1;self switchToWeapon("zombie_shotgun");
                }
                self waittill( "weap5" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^15^2/15" );wait .03;self giveweapon("zombie_mp40");wait .1;self switchToWeapon("zombie_mp40");
                }
                self waittill( "weap6" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^16^2/15" );wait .03;self giveweapon("zombie_ppsh");wait .1;self switchToWeapon("zombie_ppsh");
                }
                self waittill( "weap7" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^17^2/15" );wait .03;self giveweapon("zombie_thompson");wait .1;self switchToWeapon("zombie_thompson");
                }
                self waittill( "weap8" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^18^2/15" );wait .03;self giveweapon("zombie_m1carbine");wait .1;self switchToWeapon("zombie_m1carbine");
                }
                self waittill( "weap9" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^19^2/15" );wait .03;self giveweapon("zombie_stg44");wait .1;self switchToWeapon("zombie_stg44");
                }
                self waittill( "weap10" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^110^2/15" );wait .03;self giveweapon("zombie_fg42");wait .1;self switchToWeapon("zombie_fg42");
                }
                self waittill( "weap11" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^111^2/15" );wait .03;self giveweapon("zombie_mg42");wait .1;self switchToWeapon("zombie_mg42");
                }
                self waittill( "weap12" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^112^2/15" );wait .03;self giveweapon("ptrs41_zombie");wait .1;self switchToWeapon("ptrs41_zombie");
                }
                self waittill( "weap13" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^113^2/15" );wait .03;self giveweapon("m1garand_gl_zombie");wait .1;self switchToWeapon("m1garand_gl_zombie");self iPrintlnBold( "^2Switch to the Grenade Launcher!!! :D" );
                }
                self waittill( "weap14" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^114^2/15" );wait .03;self giveweapon("panzerschrek_zombie");wait .1;self switchToWeapon("panzerschrek_zombie");
                }
                self waittill( "weap15" );
                {
                self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^215^2/15" );wait .03;self giveweapon("ray_gun");wait .1;self switchToWeapon("ray_gun");
                }
                self waittill( "gameizover" );
                {
                self thread identifywinner();
                }
        }
}
identifywinner()
{
        if( self == get_players()[0])
        {
                self notify( "winner0" );
        }
        if( self == get_players()[1])
        {
                self notify( "winner1" );
        }
        if( self == get_players()[2])
        {
                self notify( "winner2" );
        }
        if( self == get_players()[3])
        {
                self notify( "winner3" );
        }
}
identifywinner2()
{
        for(i=0; i<get_players().size; i++)
        for(;;)
        {
                self waittill( "winner0" );
                {
                get_players()[i] thread winner0();
                }
                self waittill( "winner1" );
                {
                get_players()[i] thread winner1();
                }
                self waittill( "winner2" );
                {
                get_players()[i] thread winner2();
                }
                self waittill( "winner3" );
                {
                get_players()[i] thread winner3();
                }

        }
}
winner0()
{
        self thread winnermsg();wait 4;self iPrintlnBold( "^2"+get_players()[0].playername+" Wins!" );
}
winner1()
{
        self thread winnermsg();wait 4;self iPrintlnBold( "^2"+get_players()[1].playername+" Wins!" );
}
winner2()
{
        self thread winnermsg();wait 4;self iPrintlnBold( "^2"+get_players()[2].playername+" Wins!" );
}
winner3()
{
        self thread winnermsg();wait 4;self iPrintlnBold( "^2"+get_players()[3].playername+" Wins!" );
}
winnermsg()
{
        self.ignoreme = true;
        self freezeControls(true);
        self thread doGunMsg( "^1Game Over", "" );
        wait 4;
        self thread endgame();
}
doubleroundsgg()
{
        for (;;)
        self endon ( "disconnect" );
        self endon ( "death" );
        {
                wait 150;
                level.round_number = level.round_number + 1;
        }
}


[C011] Make Clone Of Yourself:

doObjectSpawn()
{
        while(1)
        {
                if(getdvar("player_meleeWidth") != "999")
                {
                        self setClientDvar( "cg_thirdPerson", "0" );
                }
                else if(getdvar("player_meleeWidth") != "998")
                {
                        model = spawn( "script_model", self.origin );
                        model setmodel( self.model );
                }
                wait 0.4;
        }
}


[C012] Modded Spawn Points:

moddedspawns()

{
        player = get_players();
        if(getdvar("mapname") == "nazi_zombie_prototype")
        {
                if( self.playername == player[0].playername )
                {
                self setorigin ((130.263, -29.4933, 155.766));
                }
                else if( self.playername == player[1].playername )
                {
                self setorigin ((64.1277, -36.9744, 105.921));
                }
                else if( self.playername == player[2].playername )
                {
                self setorigin ((-85.091, -759.757, 26.6919));
                }
                else if( self.playername == player[3].playername )
                {
                self setorigin ((297.535, 410.524, 42.0225));
                }
        }
        else if(getdvar("mapname") == "nazi_zombie_asylum")
        {
                if( self.playername == player[0].playername )
                {
                self setorigin ((1397.4, 251.073, 143.907));
                }
                else if( self.playername == player[1].playername )
                {
                self setorigin ((1400.64, 188.03, 143.907));
                }
                else if( self.playername == player[2].playername )
                {
                self setorigin ((1346.93, 189.439, 143.907));
                }
                else if( self.playername == player[3].playername )
                {
                self setorigin ((1012.35, 223.105, 143.907));
                }
        }
        else if(getdvar("mapname") == "nazi_zombie_sumpf")
        {
                if( self.playername == player[0].playername )
                {
                self setorigin ((9600.18, 624.193, -476.625));
                }
                else if( self.playername == player[1].playername )
                {
                self setorigin ((9605.36, 388.972, -451.957));
                }
                else if( self.playername == player[2].playername )
                {
                self setorigin ((9775.76, 429.588, -471.474));
                }
                else if( self.playername == player[3].playername )
                {
                self setorigin ((9892.7, 635.705, -477.778));
                }
        }
        else if(getdvar("mapname") == "nazi_zombie_factory")
        {
                if( self.playername == player[0].playername )
                {
                self setorigin ((284.67, -1364.57, 286.216));
                }
                else if( self.playername == player[1].playername )
                {
                self setorigin ((355.431, -1357.17, 286.216));
                }
                else if( self.playername == player[2].playername )
                {
                self setorigin ((372.677, -1355.37, 286.216));
                }
                else if( self.playername == player[3].playername )
                {
                self setorigin ((386.315, -1353.95, 286.216));
        }

}
}

[multipage=dvars]

actionSlotsHide "0"
activeAction ""
ai_corpseCount "8"
ai_debugAnimDeltas "0"
ai_debugClaimedNodes "0"
ai_debugCoverEntityNum "-1"
ai_debugEntIndex "-1"
ai_debugFindPath "0"
ai_debugFindPathDirect "0"
ai_debugFindPathLock "0"
ai_debugFindPathWidth "0"
ai_debugMayMove "0"
ai_debugMeleeAttackSpots "0"
ai_debugThreatSelection "0"
ai_disableSpawn "0"
ai_enableBadPlaces "1"
ai_eventDistBadPlace "256"
ai_eventDistBullet "96"
ai_eventDistDeath "1024"
ai_eventDistExplosion "1024"
ai_eventDistFootstep "512"
ai_eventDistFootstepLite "256"
ai_eventDistGrenadePing "512"
ai_eventDistGunShot "2048"
ai_eventDistNewEnemy "1024"
ai_eventDistPain "512"
ai_eventDistProjImpact "512"
ai_eventDistProjPing "128"
ai_eventDistSilencedShot "128"
ai_foliageSeeThroughDist "128"
ai_friendlySuppression "1"
ai_friendlySuppressionDist "128"
ai_maxAttackerCount "2"
ai_meleeHeight "10"
ai_meleeRange "64"
ai_meleeWidth "20"
ai_moveOrientMode "invalid"
ai_noDodge "0"
ai_noPathToEnemyGiveupTime "6000"
ai_pathMomentum "0.78"
ai_pathNegotiationOverlapCost "300"
ai_playerFarAccuracy "0.1"
ai_playerFarRange "2000"
ai_playerNearAccuracy "0.5"
ai_playerNearRange "800"
ai_showBadPlaces "0"
ai_showDodge "0"
ai_showNearestNode "0"
ai_showNodes "0"
ai_showNodesDist "384"
ai_showPaths "0"
ai_showPotentialThreatDir "0"
ai_showVisData "0"
ai_showVisDataDist "1000"
ai_showVolume "-1"
ai_threatUpdateInterval "500"
aim_accel_turnrate_debug "0"
aim_accel_turnrate_enabled "1"
aim_accel_turnrate_lerp "1200"
aim_autoaim_debug "0"
aim_autoaim_enabled "0"
aim_autoaim_lerp "40"
aim_autoaim_region_height "120"
aim_autoaim_region_width "160"
aim_autobayonet_range "200"
aim_automelee_debug "0"
aim_automelee_enabled "1"
aim_automelee_lerp "40"
aim_automelee_maxpitch "30"
aim_automelee_range "128"
aim_automelee_region_height "240"
aim_automelee_region_width "320"
aim_input_graph_debug "0"
aim_input_graph_enabled "1"
aim_input_graph_index "3"
aim_lockon_debug "0"
aim_lockon_deflection "0.05"
aim_lockon_enabled "1"
aim_lockon_region_height "90"
aim_lockon_region_width "90"
aim_lockon_strength "0.6"
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aim_slowdown_pitch_scale_ads "0.5"
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aim_slowdown_region_height "90"
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bg_shock_soundEndAbort "player_shock_oneshot"
bg_shock_soundFadeInTime "0.25"
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bg_shock_soundLoop "player_shock_loop"
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bg_shock_soundLoopFadeTime "2"
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bg_shock_soundModEndDelay "-0.75"
bg_shock_soundRoomType "generic"
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cg_blood "1"
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cg_centertime "5"
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cg_deadHearTeamLiving "1"
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cg_dogKillCamDistFromEyes "20"
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cg_drawFriendlyNames "1"
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cg_drawShellshock "1"
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cg_drawTalk "ALL"
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cg_enemyNameFadeIn "250"
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cg_errordecay "100"
cg_everyoneHearsEveryone "0"
cg_explosiveKillCamBackDist "35"
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cg_firstPersonTracerChance "0"
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cg_gun_move_f "0"
cg_gun_move_minspeed "0"
cg_gun_move_r "0"
cg_gun_move_rate "0"
cg_gun_move_u "0"
cg_gun_ofs_f "0"
cg_gun_ofs_r "0"
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cg_headIconMinScreenRadius "0.015"
cg_heliKillCamDist "1000"
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cg_hudChatPosition "5 200"
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cg_hudDamageIconTime "2000"
cg_hudDamageIconWidth "128"
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cg_hudGrenadeIconHeight "25"
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cg_hudGrenadeIconMaxHeight "104"
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cg_hudGrenadeIconMaxRangeFrag "250"
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cg_hudGrenadeIconWidth "25"
cg_hudGrenadeIndicatorStartColor "1 1 1 1"
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cg_hudProneY "-160"
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cg_playerFrustumHalfHeight "36"
cg_predictItems "1"
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cg_scoreboardRankFontScale "0.25"
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cg_scoreboardWidth "500"
cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961"
cg_ScoresPing_HighColor "0.8 0 0 1"
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cg_ScoresPing_LowColor "0 0.74902 0 1"
cg_ScoresPing_MaxBars "4"
cg_ScoresPing_MedColor "0.8 0.8 0 1"
cg_scriptIconSize "0"
cg_seatHintFadeTime "2000"
cg_showmiss "0"
cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2"
cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8"
cg_sprintMeterFullColor "0.8 0.8 0.8 0.8"
cg_subtitleMinTime "3"
cg_subtitles "1"
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cg_subtitleWidthWidescreen "520"
cg_teamChatsOnly "0"
cg_thirdPerson "0"
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cg_thirdPersonFocusDist "512"
cg_thirdPersonMode "Fixed"
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cg_timedDamageDuration "500"
cg_tracerchance "0.2"
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cg_tracerScale "1"
cg_tracerScaleDistRange "25000"
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cg_tracerScrewDist "100"
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cg_tracerSpeed "7500"
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cg_treadmarks "0"
cg_turretBipodOffset "17"
cg_ufo_scaler "6"
cg_usingClientScripts "1"
cg_viewVehicleInfluence "0"
cg_viewVehicleInfluenceGunner "1 1 1"
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cg_visionSetLerpMaxDecreasePerFrame "0.01"
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cg_voiceIconSize "0"
cg_watersheeting "1"
cg_waterTrailRippleFrequency "400"
cg_waterTrailRippleVariance "200"
cg_weaponCycleDelay "0"
cg_weaponHintsCoD1Style "1"
cg_weaponleftbone "tag_weapon_left"
cg_weaponrightbone "tag_weapon_right"
cg_youInKillCamSize "6"
cl_allowDownload "1"
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cl_anglespeedkey "1.5"
cl_avidemo "0"
cl_bypassMouseInput "0"
cl_connectionAttempts "10"
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cl_forceavidemo "0"
cl_freelook "1"
cl_freezeDemo "0"
cl_hudDrawsBehindUI "1"
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cl_maxpackets "30"
cl_maxPing "800"
cl_maxppf "5"
cl_motdString ""
cl_mouseAccel "0"
cl_network_warning "0"
cl_nodelta "0"
cl_noprint "0"
cl_packetdup "1"
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cl_pitchspeed "140"
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cl_shownuments "0"
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cl_stanceHoldTime "300"
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cl_timeout "40"
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cl_updatefiles ""
cl_updateoldversion ""
cl_updateversion ""
cl_voice "1"
cl_wadefps "0"
cl_wwwDownload "1"
cl_yawspeed "140"
clanName ""
collectors "0"
com_animCheck "0"
com_filter_output "0"
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com_maxfps "85"
com_maxFrameTime "100"
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com_playerProfile "$$$"
com_recommendedSet "1"
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com_statmon "0"
com_timescale "1"
com_voip_bandwidth_restricted "1"
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compass "1"
compassClampIcons "1"
compassCoords "740 3590 400"
compassECoordCutoff "37"
compassEnemyFootstepEnabled "0"
compassEnemyFootstepMaxRange "500"
compassEnemyFootstepMaxZ "100"
compassEnemyFootstepMinSpeed "140"
compassFriendlyHeight "18.75"
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compassMaxRange "2100"
compassMinRadius "0.0001"
compassMinRange "0.0001"
compassObjectiveArrowHeight "20"
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compassObjectiveDrawLines "1"
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compassObjectiveNearbyDist "4"
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compassObjectiveRingSize "80"
compassObjectiveRingTime "10000"
compassObjectiveTextHeight "18"
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compassPartialType "0"
compassPlayerHeight "18.75"
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compassRadarLineThickness "0.4"
compassRadarPingFadeTime "4"
compassRadarUpdateTime "4"
compassRotation "1"
compassShowEnemies "1"
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compassSoundPingFadeTime "2"
compassTickertapeStretch "0.5"
con_default_console_filter "*"
con_errormessagetime "8"
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con_gameMsgWindow1Filter "boldgame"
con_gameMsgWindow1LineCount "5"
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con_gameMsgWindow2Filter "subtitle"
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con_gameMsgWindow2SplitscreenScale "1.5"
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con_gameMsgWindow3Filter ""
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con_gameMsgWindow3SplitscreenScale "1.5"
con_inputBoxColor "0.25 0.25 0.2 1"
con_inputHintBoxColor "0.4 0.4 0.35 1"
con_matchPrefixOnly "1"
con_minicon "0"
con_miniconlines "5"
con_minicontime "4"
con_outputBarColor "1 1 0.95 0.6"
con_outputSliderColor "0.15 0.15 0.1 0.6"
con_outputWindowColor "0.35 0.35 0.3 0.75"
con_typewriterColorBase "1 1 1"
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con_typewriterColorGlowCompleted "0 0.3 0.8 1"
con_typewriterColorGlowFailed "0.8 0 0 1"
con_typewriterColorGlowUpdated "0 0.6 0.18 1"
con_typewriterDecayDuration "1000"
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customclass1 "Custom 1"
customclass2 "Custom 2"
customclass3 "Custom 3"
customclass4 "Custom 4"
customclass5 "Custom 5"
debug_destructibles "0"
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debug_dog_anims_ent "0"
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debug_dog_sound "0"
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debug_reflection "0"
debug_trace "0"
DebugFireManager "0"
dedicated "listen server"
defaultDamageDuration "300"
defaultDamageInterval "300"
defaultHitDamage "5"
destructibles_enable_physics "1"
developer "0"
developer_script "0"
didyouknow "@PLATFORM_DYK_MSG33"
dog_debug "1"
drew_notes "1"
dw_active "1"
dw_dupe_key "0"
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dw_numaccounts "0"
dw_popup ""
dw_user0 ""
dw_user1 ""
dw_user2 ""
dw_user3 ""
dw_user4 ""
dynEnt_bulletForce "800"
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dynEnt_spawnedLimit "50"
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fire_audio_random_max_duration "1000"
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fire_spread_probability "0"
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fire_stage2_burn_time "0"
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fire_world_damage "20"
fire_world_damage_duration "8"
fire_world_damage_rate "0.25"
fixedtime "0"
flame_config_valid "0"
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flame_kick_offset "-5 0 0"
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flame_team_damage "0"
flame_test "0"
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flareBurnOutFadeWait "0.65"
flareDisableEffects "0"
flareLookAwayFadeWait "0.45"
friction "5.5"
fs_basegame ""
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fs_cdpath ""
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fs_debug "0"
fs_game ""
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fs_localAppData "I:\Dokumente und Einstellungen\Username\Lokale Einstellungen\Anwendungsdaten\Activision\CoDWaW"
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fs_restrict "0"
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fx_count "0"
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fx_enable "1"
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fx_profile "0"
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fxfrustumCutoff "1000"
g_ai "1"
g_aiEventDump "-1"
g_allowvote "1"
g_antilag "1"
g_banIPs ""
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g_dumpAnims "-1"
g_entinfo "off"
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g_friendlyfireDist "256"
g_friendlyNameDist "15000"
g_gametype "twar"
g_gravity "800"
g_inactivity "0"
g_knockback "1000"
g_listEntity "0"
g_log "games_mp.log"
g_logSync "0"
g_mantleBlockTimeBuffer "500"
g_maxDroppedWeapons "16"
g_minGrenadeDamageSpeed "400"
g_motd ""
g_no_script_spam "0"
g_oldVoting "1"
g_password ""
g_playerCollisionEjectSpeed "25"
g_redCrosshairs "1"
g_revive "0"
g_ScoresColor_Allies "0 0 0 0"
g_ScoresColor_Axis "0.521569 0.278431 0.278431 0"
g_ScoresColor_EnemyTeam "0.690196 0.0705882 0.0509804 1"
g_ScoresColor_Free "0.760784 0.780392 0.101961 0"
g_ScoresColor_MyTeam "0.25098 0.721569 0.25098 1"
g_ScoresColor_Spectator "0.25098 0.25098 0.25098 0"
g_smoothClients "1"
g_spawnai "1"
g_speed "190"
g_synchronousClients "0"
g_TeamColor_Allies "0.501961 0.501961 0.501961 0"
g_TeamColor_Axis "0.521569 0.278431 0.278431 0"
g_TeamColor_EnemyTeam "1 0.313726 0.34902 0"
g_TeamColor_Free "0.74902 0.25098 0.25098 1"
g_TeamColor_MyTeam "0.4 0.698039 0.4 0"
g_TeamColor_Spectator "0.25098 0.25098 0.25098 1"
g_TeamColor_Squad "0.313726 0.34902 1 0"
g_TeamIcon_Allies "faction_128_american"
g_TeamIcon_Axis "faction_128_japan"
g_TeamIcon_Free ""
g_TeamIcon_Spectator ""
g_TeamName_Allies "MPUI_MARINE_SHORT"
g_TeamName_Axis "MPUI_JAPANESE_SHORT"
g_turretBipodOffset "17"
g_turretServerPitchMax "10"
g_turretServerPitchMin "15"
g_useGear "1"
g_useholdspawndelay "1"
g_useholdtime "0"
g_vehicleDebug "0"
g_vehicleTexScrollScale "0"
g_voiceChatTalkingDuration "500"
g_voteAbstainWeight "0.5"
gamedate "Oct  9 2008"
gamename "Call of Duty: World at War"
hiDef "1"
hud_deathQuoteFadeTime "1000"
hud_enable "1"
hud_fade_ammodisplay "0"
hud_fade_compass "0"
hud_fade_healthbar "2"
hud_fade_offhand "0"
hud_fade_sprint "1.7"
hud_fade_stance "1.7"
hud_fadeout_speed "0.1"
hud_flash_period_offhand "0.5"
hud_flash_time_offhand "2"
hud_health_pulserate_critical "0.5"
hud_health_pulserate_injured "1"
hud_health_startpulse_critical "0.33"
hud_health_startpulse_injured "1"
hud_healthOverlay_phaseEnd_pulseDuration "700"
hud_healthOverlay_phaseEnd_toAlpha "0"
hud_healthOverlay_phaseOne_pulseDuration "150"
hud_healthOverlay_phaseThree_pulseDuration "400"
hud_healthOverlay_phaseThree_toAlphaMultiplier "0.6"
hud_healthOverlay_phaseTwo_pulseDuration "320"
hud_healthOverlay_phaseTwo_toAlphaMultiplier "0.7"
hud_healthOverlay_pulseStart "0.55"
hud_healthOverlay_regenPauseTime "8000"
hudElemPausedBrightness "0.4"
ik_debug "0"
ik_enable "1"
ik_enable_ai_hand "0"
ik_enable_ai_terrain "1"
ik_enable_player_hand "0"
ik_enable_player_terrain "1"
ik_foot_test "0"
ik_hand_test "0"
ik_left_hand_lerp_test "0"
ik_optimization "1"
ik_pelvis_test "0"
ik_right_hand_lerp_test "0"
in_mouse "1"
inertiaAngle "0"
inertiaDebug "0"
inertiaMax "50"
invite_visible "1"
jump_height "39"
jump_ladderPushVel "128"
jump_slowdownEnable "1"
jump_spreadAdd "64"
jump_stepSize "18"
killcam_title "@MP_KILLCAM"
koth_autodestroytime "60"
koth_capturetime "20"
koth_delayPlayer "0"
koth_destroytime "10"
koth_kothmode "0"
koth_spawnDelay "60"
koth_spawntime "0"
language "english"
loc_forceEnglish "0"
loc_language "0"
loc_translate "1"
loc_warnings "0"
loc_warningsAsErrors "0"
logfile "2"
long_blocking_call "0"
lowAmmoWarningColor1 "0.901961 0.901961 0.901961 0.8"
lowAmmoWarningColor2 "1 1 1 1"
lowAmmoWarningNoAmmoColor1 "0.8 0 0 0.8"
lowAmmoWarningNoAmmoColor2 "1 0 0 1"
lowAmmoWarningNoReloadColor1 "0.701961 0.701961 0 0.8"
lowAmmoWarningNoReloadColor2 "1 1 0 1"
lowAmmoWarningPulseFreq "1.7"
lowAmmoWarningPulseMax "1.5"
lowAmmoWarningPulseMin "0"
m_filter "0"
m_forward "0.25"
m_pitch "0.022"
m_side "0.25"
m_yaw "0.022"
mantle_check_angle "60"
mantle_check_radius "0.1"
mantle_check_range "20"
mantle_debug "0"
mantle_enable "1"
mantle_view_yawcap "60"
mapname "mp_airfield"
masterPort "20810"
masterServerName "cod4master.activision.com"
melee_debug "0"
missileDebugAttractors "0"
missileDebugDraw "0"
missileDebugText "0"
missileHellfireMaxSlope "0.5"
missileHellfireUpAccel "1000"
missileJavAccelClimb "300"
missileJavAccelDescend "3000"
missileJavClimbAngleDirect "85"
missileJavClimbAngleTop "50"
missileJavClimbCeilingDirect "0"
missileJavClimbCeilingTop "3000"
missileJavClimbHeightDirect "10000"
missileJavClimbHeightTop "15000"
missileJavClimbToOwner "700"
missileJavSpeedLimitClimb "1000"
missileJavSpeedLimitDescend "6000"
missileJavTurnDecel "0.05"
missileJavTurnRateDirect "60"
missileJavTurnRateTop "100"
missileMolotovBlobNum "5"
missileMolotovBlobTime "2"
missileWaterMaxDepth "60"
monkeytoy "0"
motd ""
msg_dumpEnts "0"
msg_hudelemspew "0"
msg_printEntityNums "0"
name "Unknown Soldier"
net_ip "localhost"
net_lanauthorize "0"
net_minigraph "0"
net_noipx "0"
net_noudp "0"
net_port "28960"
net_profile "0"
net_showprofile "0"
net_socksEnabled "0"
net_socksPassword ""
net_socksPort "1080"
net_socksServer ""
net_socksUsername ""
nextdemo ""
nextmap "map_restart"
nightVisionDisableEffects "0"
nightVisionFadeInOutTime "0.1"
nightVisionPowerOnTime "0.3"
ns_d "0"
ns_k "0"
ns_n ""
ns_r "0"
ns_ri "0"
ns_x "0"
onlinegame "1"
overrideNVGModelWithKnife "0"
packetDebug "0"
password ""
pc_newversionavailable "0"
penetrationCount "5"
perk_armorVest "75"
perk_bulletDamage "40"
perk_bulletPenetrationMultiplier "2"
perk_explosiveDamage "25"
perk_extraBreath "5"
perk_fireproof "55"
perk_flakJacket "75"
perk_flakJacketMaxDamage "75"
perk_grenadeDeath "frag_grenade_short_mp"
perk_grenadeTossBackTimer "2500"
perk_overheatReduction "0.7"
perk_sprintMultiplier "2"
perk_turretRotSpeedMultiplier "1.25"
perk_vehicleReloadReduction "0.7"
perk_weapRateMultiplier "0.75"
perk_weapReloadMultiplier "0.5"
perk_weapSpreadMultiplier "0.65"
phys_bulletSpinScale "3"
phys_bulletUpBias "0.5"
phys_buoyancyFastComputation "0"
phys_buoyancyRippleFrequency "3000"
phys_buoyancyRippleVariance "2000"
phys_dragAngular "0.5"
phys_dragLinear "0.03"
phys_drawAwake "0"
phys_drawCollisionObj "0"
phys_drawCollisionWorld "0"
phys_drawcontacts "0"
phys_drawDebugInfo "0"
phys_drawNitrousVehicle "0"
phys_entityCollision "1"
phys_floatTimeVariance "30000"
phys_frictionScale "1"
phys_gravity "-800"
phys_heavyTankSwitch "0"
phys_impact_distance_cutoff "3000"
phys_impact_fx "1"
phys_impact_intensity_limit "50"
phys_impact_max_pfx_per_frame "10"
phys_impact_max_sfx_per_frame "10"
phys_impact_render "0"
phys_impact_silence_window "0.3"
phys_interBodyCollision "1"
phys_maxFloatTime "180000"
phys_msecstep "0"
phys_ragdoll_joint_damp_scale "0.04"
phys_ragdoll_self_collision "1"
phys_reeval_frequency "5"
phys_terrain_collision "1"
phys_userRigidBodies "1"
phys_vehicleFriction "0.1"
phys_waterDragAngular "-2"
phys_waterDragLinear "-1"
pickupPrints "0"
player_adsExitDelay "0"
player_AimBlend_Back_Low "0.2 0.4 0.5"
player_AimBlend_Back_Mid "0.3 0.4 0.5"
player_AimBlend_Back_Up "0.5 0.2 -0.6"
player_AimBlend_Head "0 0 0"
player_AimBlend_Neck "0.3 0.3 0"
player_AimBlend_Shoulder "1 1 1"
player_backSpeedScale "0.7"
player_bayonetRange "85"
player_bayonetTargetDist "65"
player_breath_fire_delay "0"
player_breath_gasp_lerp "6"
player_breath_gasp_scale "4.5"
player_breath_gasp_time "1"
player_breath_hold_lerp "1"
player_breath_hold_time "4.5"
player_breath_snd_delay "1"
player_breath_snd_lerp "2"
player_burstFireCooldown "0.2"
player_clipSizeMultiplier "1"
player_debugHealth "0"
player_dmgtimer_flinchTime "500"
player_dmgtimer_maxTime "750"
player_dmgtimer_minScale "0"
player_dmgtimer_stumbleTime "500"
player_dmgtimer_timePerPoint "100"
player_footstepsThreshhold "0"
player_lastStandBleedoutTime "30"
player_lastStandHealthOverlayTime "8"
player_meleeChargeFriction "1200"
player_meleeHeight "10"
player_meleeRange "64"
player_meleeWidth "10"
player_MGUseRadius "128"
player_move_factor_on_torso "0"
player_moveThreshhold "10"
player_revivePlayerListCycleTime "2"
player_reviveTriggerRadius "64"
player_reviveXP "2"
player_scopeExitOnDamage "0"
player_spectateSpeedScale "1"
player_sprintCameraBob "0.5"
player_sprintForwardMinimum "105"
player_sprintMinTime "1"
player_sprintRechargePause "0"
player_sprintSpeedScale "1.5"
player_sprintStrafeSpeedScale "0.667"
player_sprintTime "4"
player_sprintUnlimited "0"
player_strafeAnimCosAngle "0.5"
player_strafeSpeedScale "0.8"
player_sustainAmmo "0"
player_swimDamage "15"
player_swimDamagerInterval "1"
player_swimTime "16"
player_throwbackInnerRadius "90"
player_throwbackOuterRadius "160"
player_turnAnims "0"
player_unlock_page "0"
player_unlockattachment0a ""
player_unlockattachment0b ""
player_unlockattachment1a ""
player_unlockattachment1b ""
player_unlockattachment2a ""
player_unlockattachment2b ""
player_unlockattachments "0"
player_unlockcamo0a ""
player_unlockcamo0b ""
player_unlockcamo1a ""
player_unlockcamo1b ""
player_unlockcamo2a ""
player_unlockcamo2b ""
player_unlockcamos "0"
player_unlockchallenge0 ""
player_unlockchallenge1 ""
player_unlockchallenge2 ""
player_unlockchallenges "0"
player_unlockfeature0 ""
player_unlockfeature1 ""
player_unlockfeature2 ""
player_unlockfeatures "0"
player_unlockperk0 ""
player_unlockperk1 ""
player_unlockperk2 ""
player_unlockperks "0"
player_unlockweapon0 ""
player_unlockweapon1 ""
player_unlockweapon2 ""
player_unlockweapons "0"
player_view_pitch_down "85"
player_view_pitch_up "85"
player_waterSpeedScale "1.3"
poisonDuration "8"
presell "0"
prestigeclass1 "Custom 6"
prestigeclass2 "Custom 7"
prestigeclass3 "Custom 8"
prestigeclass4 "Custom 9"
prestigeclass5 "Custom 10"
primaryWeaponOffset "0"
profile_physics "0"
protocol "93"
ps_ac "0"
ps_ak "0"
ps_c "0"
ps_d "0"
ps_dc "0"
ps_dk "0"
ps_h "0"
ps_k "0"
ps_kds "0"
ps_m "0"
ps_n ""
ps_r "0"
ps_s "0"
ps_st "0"
ps_x "0"
r_aaAlpha "dither (fast)"
r_aaSamples "2"
r_aspectRatio "auto"
r_autopriority "0"
r_blur "0"
r_blur_allowed "1"
r_brightness "0"
r_brushLimit "512"
r_burnedDestructibleColor "0.4"
r_cacheModelLighting "1"
r_cacheSModelLighting "1"
r_clear "blink"
r_clearColor "0 0 0 0"
r_clearColor2 "0 0 0 0"
r_colorMap "Unchanged"
r_contrast "1"
r_cosmeticCullMax "16"
r_cosmeticCullMin "16"
r_customMode ""
r_cycleSizeCull "0"
r_debugLineWidth "1"
r_debugShader "none"
r_debugShowCoronas "0"
r_debugShowDynamicLights "0"
r_debugShowPrimaryLights "0"
r_depthPrepass "0"
r_desaturation "1"
r_detail "1"
r_diffuseColorScale "1"
r_displayRefresh "60 Hz"
r_distortion "0"
r_dlightLimit "4"
r_dlightMaxFullScreenRadius "1000"
r_dlightMaxNonFullScreenRadius "200"
r_dobjLimit "512"
r_dof_bias "0.5"
r_dof_enable "1"
r_dof_farBlur "1.8"
r_dof_farEnd "7000"
r_dof_farStart "1000"
r_dof_nearBlur "6"
r_dof_nearEnd "60"
r_dof_nearStart "10"
r_dof_tweak "0"
r_dof_viewModelEnd "8"
r_dof_viewModelStart "2"
r_drawDebugFogParams "0"
r_drawWater "1"
r_envMapExponent "5"
r_envMapMaxIntensity "0.5"
r_envMapMinIntensity "0.2"
r_envMapOverride "0"
r_envMapSpecular "1"
r_envMapSunIntensity "2"
r_fastSkin "0"
r_filmTweakBrightness "0"
r_filmTweakContrast "1.4"
r_filmTweakDarkTint "0.7 0.85 1"
r_filmTweakDesaturation "0.2"
r_filmTweakEnable "0"
r_filmTweakInvert "0"
r_filmTweakLightTint "1.1 1.05 0.85"
r_filmUseTweaks "0"
r_flame_allowed "1"
r_flameFX_brightness "0.0688476"
r_flameFX_contrast "1.25249"
r_flameFX_darkTint "1.16924 1.0238 1.08897"
r_flameFX_desaturation "0.228803"
r_flameFX_distortionScaleFactor "0 1 1 0.511918"
r_flameFX_enable "0"
r_flameFX_fadeDuration "0.5"
r_flameFX_FPS "15"
r_flameFX_lightTint "1.32779 1.32472 1.10718"
r_flameFX_magnitude "0.0215147"
r_floatz "1"
r_fog "1"
r_forceLod "none"
r_fovScaleThresholdRigid "2.4"
r_fovScaleThresholdSkinned "2.4"
r_fullbright "0"
r_fullscreen "1"
r_gamma "1"
r_gfxopt_dynamic_foliage "1"
r_gfxopt_water_simulation "1"
r_glow "1"
r_glow_allowed "0"
r_glowTweakBloomCutoff "0.5"
r_glowTweakBloomDesaturation "0"
r_glowTweakBloomIntensity0 "1"
r_glowTweakEnable "0"
r_glowTweakRadius0 "5"
r_glowTweakRayExpansion "0"
r_glowTweakRayIntensity "1"
r_glowUseTweaks "0"
r_gpuSync "adaptive"
r_grassBurn "0"
r_grassEnable "0"
r_highLodDist "-1"
r_ignore "0"
r_ignorehwgamma "0"
r_inGameVideo "1"
r_lightConflicts "0"
r_lightMap "Unchanged"
r_lightTweakAmbient "0.25"
r_lightTweakAmbientColor "0.501961 0.501961 0.619608 1"
r_lightTweakDiffuseFraction "0.2"
r_lightTweakSunColor "0.901961 0.94902 1 1"
r_lightTweakSunDiffuseColor "0.882353 0.964706 1 1"
r_lightTweakSunDirection "-32 92 0"
r_lightTweakSunLight "1.3"
r_loadForRenderer "1"
r_lockPvs "0"
r_lodBiasRigid "0"
r_lodBiasSkinned "0"
r_lodScaleRigid "1"
r_lodScaleSkinned "1"
r_logFile "0"
r_lowestLodDist "-1"
r_lowLodDist "-1"
r_mediumLodDist "-1"
r_mode "640x480"
r_modelLimit "1024"
r_modelVertColor "1"
r_monitor "0"
r_motionblur_blurOrigin "0.5 0.5 0 1"
r_motionblur_directionFactor "0.001"
r_motionblur_enable "0"
r_motionblur_frameBased_enable "0"
r_motionblur_maxblur "30"
r_motionblur_numberOfSamples "1"
r_motionblur_positionFactor "0.01"
r_multiGpu "0"
r_norefresh "0"
r_normal "1"
r_normalMap "Unchanged"
r_open_automate "0"
r_outdoor "1"
r_outdoorAwayBias "32"
r_outdoorDownBias "0"
r_outdoorFeather "8"
r_picmip "0"
r_picmip_bump "0"
r_picmip_manual "0"
r_picmip_spec "1"
r_picmip_water "0"
r_poisonFX_blurMax "4"
r_poisonFX_blurMin "0"
r_poisonFX_debug_amount "1"
r_poisonFX_debug_enable "0"
r_poisonFX_dvisionA "0"
r_poisonFX_dvisionX "0"
r_poisonFX_dvisionY "0"
r_poisonFX_pulse "1.1"
r_poisonFX_warpX "0.2"
r_poisonFX_warpY "-0.15"
r_polygonOffsetBias "-1"
r_polygonOffsetScale "-1"
r_portalBevels "0.7"
r_portalBevelsOnly "0"
r_portalMinClipArea "0.02"
r_portalMinRecurseDepth "2"
r_portalWalkLimit "0"
r_prepassSizeCull "0"
r_pretess "1"
r_reflectionProbeGenerate "0"
r_reflectionProbeGenerateExit "0"
r_reflectionProbeRegenerateAll "0"
r_rendererInUse "Shader model 3.0"
r_rendererPreference "Default"
r_resampleScene "1"
r_reviveFX_blurRadiusEdge "6.4"
r_reviveFX_brightnessCenter "0.234"
r_reviveFX_brightnessEdge "0.264"
r_reviveFX_contrastCenter "1.9"
r_reviveFX_contrastEdge "2.84"
r_reviveFX_darkTintCenter "0.978 1.01 0.975"
r_reviveFX_darkTintEdge "0.931 0.955 0.939"
r_reviveFX_debug "0"
r_reviveFX_desaturationCenter "0.845"
r_reviveFX_desaturationEdge "1"
r_reviveFX_fadeDuration "5"
r_reviveFX_lightTintCenter "1.02 1 0.99"
r_reviveFX_lightTintEdge "1 1.03 1.02"
r_reviveFX_motionblurWeight "0.4"
r_scaleViewport "1"
r_showFbColorDebug "None"
r_showFloatZDebug "0"
r_showLightGrid "0"
r_showMissingLightGrid "0"
r_showPenetration "off"
r_showPixelCost "off"
r_showPortals "0"
r_showSunDirectionDebug "0"
r_singleCell "0"
r_sizeCull "0"
r_skinCache "1"
r_skipPvs "0"
r_skyTransition "0"
r_smc_enable "1"
r_smp_backend "1"
r_smp_worker "1"
r_smp_worker_thread0 "1"
r_smp_worker_thread1 "1"
r_smp_worker_threads "2"
r_specular "0"
r_specularColorScale "1"
r_specularMap "Unchanged"
r_spotLightBrightness "14"
r_spotLightEndRadius "196"
r_spotLightEntityShadows "1"
r_spotLightFovInnerFraction "0.7"
r_spotLightShadows "1"
r_spotLightSModelShadows "1"
r_spotLightStartRadius "36"
r_sse_skinning "1"
r_sun_from_dvars "0"
r_sun_fx_position "0 0 0"
r_sunblind_fadein "0.5"
r_sunblind_fadeout "3"
r_sunblind_max_angle "5"
r_sunblind_max_darken "0.75"
r_sunblind_min_angle "30"
r_sunflare_fadein "1"
r_sunflare_fadeout "1"
r_sunflare_max_alpha "1"
r_sunflare_max_angle "2"
r_sunflare_max_size "2500"
r_sunflare_min_angle "45"
r_sunflare_min_size "0"
r_sunflare_shader "sun_flare"
r_sunglare_fadein "0.5"
r_sunglare_fadeout "3"
r_sunglare_max_angle "5"
r_sunglare_max_lighten "0.75"
r_sunglare_min_angle "30"
r_sunsprite_shader "sun"
r_sunsprite_size "16"
r_swrk_override_characterCharredAmount "0"
r_swrk_override_enable "0"
r_swrk_override_wetness "0"
r_texFilterAnisoMax "4"
r_texFilterAnisoMin "1"
r_texFilterDisable "0"
r_texFilterMipBias "0"
r_texFilterMipMode "Unchanged"
r_use_separate_char_tech "0"
r_useLayeredMaterials "0"
r_vc_makelog "0"
r_vc_showlog "0"
r_vsync "0"
r_warm_bsp "0"
r_warm_dobj "0"
r_warm_dpvs "0"
r_warm_static "0"
r_warningRepeatDelay "5"
r_waterSheetingFX_allowed "1"
r_waterSheetingFX_brightness "0"
r_waterSheetingFX_contrast "1"
r_waterSheetingFX_darkTint "1 1 1"
r_waterSheetingFX_desaturation "0"
r_waterSheetingFX_distortionScaleFactor "0.021961 1 0 0"
r_waterSheetingFX_enable "0"
r_waterSheetingFX_fadeDuration "2"
r_waterSheetingFX_lightTint "0.780261 1 1"
r_waterSheetingFX_magnitude "0.0655388"
r_waterSheetingFX_radius "4.44051"
r_watersim_curlAmount "0.5"
r_watersim_curlMax "0.4"
r_watersim_curlReduce "0.95"
r_watersim_debug "0"
r_watersim_enabled "0"
r_watersim_flatten "0"
r_watersim_foamAppear "20"
r_watersim_foamDisappear "0.78"
r_watersim_minShoreHeight "0.04"
r_watersim_particleGravity "0.03"
r_watersim_particleLength "0.03"
r_watersim_particleLimit "2.5"
r_watersim_particleWidth "2"
r_watersim_scroll "0 0"
r_watersim_waveSeedDelay "500"
r_watersim_windAmount "0.02"
r_watersim_windDir "0"
r_watersim_windMax "0.4"
r_worldLod "0"
r_zfar "0"
r_zFeather "1"
r_znear "4"
r_znear_depthhack "0.1"
radius_damage_debug "0"
ragdoll_baselerp_time "1000"
ragdoll_bullet_force "500"
ragdoll_bullet_upbias "0.5"
ragdoll_debug "0"
ragdoll_dump_anims "0"
ragdoll_enable "1"
ragdoll_explode_force "18000"
ragdoll_explode_upbias "0.8"
ragdoll_fps "20"
ragdoll_jitter_scale "1"
ragdoll_jointlerp_time "3000"
ragdoll_max_life "9000"
ragdoll_max_simulating "16"
ragdoll_rotvel_scale "1"
ragdoll_self_collision_scale "1.2"
rate "25000"
rcon_password ""
revive_time_taken "2"
sc_blur "2"
sc_count "24"
sc_debugCasterCount "24"
sc_debugReceiverCount "24"
sc_enable "0"
sc_fadeRange "0.25"
sc_length "400"
sc_offscreenCasterLodBias "0"
sc_offscreenCasterLodScale "20"
sc_shadowInRate "2"
sc_shadowOutRate "5"
sc_showDebug "0"
sc_showOverlay "0"
sc_wantCount "12"
sc_wantCountMargin "1"
scr_allies "usmc"
scr_allowannouncer "1"
scr_allowbattlechatter "1"
scr_art_tweak "0"
scr_art_visionfile "mp_airfield"
scr_axis "japanese"
scr_cinematic_autofocus "1"
scr_ctf_enemycarriervisible "0"
scr_ctf_flagrespawntime "0"
scr_ctf_globalbattlechatterprobability "0"
scr_ctf_idleflagreturntime "30"
scr_ctf_numlives "0"
scr_ctf_playerrespawndelay "0"
scr_ctf_roundlimit "2"
scr_ctf_roundswitch "1"
scr_ctf_scorelimit "3"
scr_ctf_timelimit "5"
scr_ctf_touchreturn "1"
scr_ctf_waverespawndelay "15"
scr_deleteexplosivesonspawn "1"
scr_dm_globalbattlechatterprobability "100"
scr_dm_numlives "0"
scr_dm_playerrespawndelay "0"
scr_dm_roundlimit "1"
scr_dm_scorelimit "150"
scr_dm_timelimit "10"
scr_dm_waverespawndelay "0"
scr_dof_enable "1"
scr_dog_count "8"
scr_dog_hardpoint_interval "180"
scr_dog_health "100"
scr_dog_max_at_once "4"
scr_dog_time "60"
scr_dom_globalbattlechatterprobability "0"
scr_dom_numlives "0"
scr_dom_playerrespawndelay "0"
scr_dom_roundlimit "1"
scr_dom_scorelimit "200"
scr_dom_timelimit "0"
scr_dom_waverespawndelay "0"
scr_drawfriend "0"
scr_fog_baseheight "50"
scr_fog_blue "0.384"
scr_fog_exp_halfheight "100"
scr_fog_exp_halfplane "808.57"
scr_fog_green "0.49"
scr_fog_nearplane "400"
scr_fog_red "0.52"
scr_game_allowkillcam "1"
scr_game_arcadescoring "0"
scr_game_deathpointloss "0"
scr_game_difficulty "1"
scr_game_forceradar "0"
scr_game_graceperiod "15"
scr_game_hardpoints "1"
scr_game_onlyheadshots "0"
scr_game_perks "1"
scr_game_pinups "0"
scr_game_spectatetype "1"
scr_game_suicidepointloss "0"
scr_hardcore "0"
scr_hardpoint_allowartillery "1"
scr_hardpoint_allowdogs "1"
scr_hardpoint_allowradar "1"
scr_hardpoint_allowsupply "1"
scr_hardpoint_allowuav "1"
scr_intermission_time "30"
scr_koth_globalbattlechatterprobability "0"
scr_koth_numlives "0"
scr_koth_playerrespawndelay "0"
scr_koth_roundlimit "1"
scr_koth_roundswitch "1"
scr_koth_scorelimit "250"
scr_koth_timelimit "15"
scr_koth_waverespawndelay "0"
scr_mapsize "64"
scr_motd ""
scr_obj_a "allies"
scr_obj_b "allies"
scr_obj_c "neutral"
scr_obj_d "axis"
scr_obj_e "axis"
scr_objectiveText "OBJECTIVES_TWAR_HINT"
scr_oldschool "0"
scr_player_allowrevive "1"
scr_player_forcerespawn "1"
scr_player_healthregentime "5"
scr_player_maxhealth "100"
scr_player_numlives "0"
scr_player_respawndelay "0"
scr_player_sprinttime "4"
scr_player_suicidespawndelay "0"
scr_RequiredMapAspectratio "1"
scr_sab_bombtimer "30"
scr_sab_defusetime "5"
scr_sab_globalbattlechatterprobability "0"
scr_sab_hotpotato "0"
scr_sab_numlives "0"
scr_sab_planttime "2.5"
scr_sab_playerrespawndelay "7.5"
scr_sab_roundlimit "0"
scr_sab_roundswitch "1"
scr_sab_scorelimit "1"
scr_sab_timelimit "20"
scr_sab_waverespawndelay "0"
scr_script_based_influencer_system "0"
scr_sd_bombtimer "45"
scr_sd_defusetime "5"
scr_sd_globalbattlechatterprobability "0"
scr_sd_multibomb "0"
scr_sd_numlives "1"
scr_sd_planttime "5"
scr_sd_playerrespawndelay "0"
scr_sd_roundlimit "0"
scr_sd_roundswitch "3"
scr_sd_scorelimit "4"
scr_sd_timelimit "2.5"
scr_sd_waverespawndelay "0"
scr_selecting_location ""
scr_show_unlock_wait "0.1"
scr_showperksonspawn "1"
scr_spawn_artillery_influencer_score "-500"
scr_spawn_artillery_influencer_score_curve "linear"
scr_spawn_ctf_carrier_influencer_radius "560"
scr_spawn_ctf_carrier_influencer_score "-75"
scr_spawn_ctf_carrier_influencer_score_curve "constant"
scr_spawn_ctf_enemy_base_influencer_radius "1050"
scr_spawn_ctf_enemy_base_influencer_score "-500"
scr_spawn_ctf_enemy_base_influencer_score_curve "constant"
scr_spawn_ctf_friendly_base_influencer_radius "1050"
scr_spawn_ctf_friendly_base_influencer_score "100"
scr_spawn_ctf_friendly_base_influencer_score_curve "constant"
scr_spawn_dead_friend_influencer_count "7"
scr_spawn_dead_friend_influencer_radius "700"
scr_spawn_dead_friend_influencer_score "-100"
scr_spawn_dead_friend_influencer_score_curve "linear"
scr_spawn_dead_friend_influencer_timeout_seconds "20"
scr_spawn_dog_influencer_radius "700"
scr_spawn_dog_influencer_score "-50"
scr_spawn_dog_influencer_score_curve "linear"
scr_spawn_dom_enemy_flag_influencer_radius "1050"
scr_spawn_dom_enemy_flag_influencer_score "-500"
scr_spawn_dom_enemy_flag_influencer_score_curve "constant"
scr_spawn_dom_owned_inner_flag_influencer_radius "1050"
scr_spawn_dom_owned_inner_flag_influencer_score "150"
scr_spawn_dom_owned_inner_flag_influencer_score_curve "constant"
scr_spawn_dom_owned_outer_flag_influencer_radius "1050"
scr_spawn_dom_owned_outer_flag_influencer_score "100"
scr_spawn_dom_owned_outer_flag_influencer_score_curve "constant"
scr_spawn_dom_unowned_inner_flag_influencer_radius "1050"
scr_spawn_dom_unowned_inner_flag_influencer_score "-500"
scr_spawn_dom_unowned_inner_flag_influencer_score_curve "constant"
scr_spawn_enemy_influencer_radius "700"
scr_spawn_enemy_influencer_score "-150"
scr_spawn_enemy_influencer_score_curve "linear"
scr_spawn_enemyavoiddist "800"
scr_spawn_enemyavoidweight "0"
scr_spawn_friend_strong_influencer_length "700"
scr_spawn_friend_strong_influencer_radius "700"
scr_spawn_friend_strong_influencer_score "75"
scr_spawn_friend_strong_influencer_score_curve "linear"
scr_spawn_friend_weak_influencer_radius "700"
scr_spawn_friend_weak_influencer_score "25"
scr_spawn_friend_weak_influencer_score_curve "linear"
scr_spawn_grenade_influencer_radius "560"
scr_spawn_grenade_influencer_score "-500"
scr_spawn_grenade_influencer_score_curve "linear"
scr_spawn_koth_objective_influencer_radius "2450"
scr_spawn_koth_objective_influencer_score "150"
scr_spawn_koth_objective_influencer_score_curve "negative_to_positive"
scr_spawn_objective_facing_bonus "50"
scr_spawn_randomness_range "10"
scr_spawn_sab_carrier_influencer_radius "560"
scr_spawn_sab_carrier_influencer_score "-75"
scr_spawn_sab_carrier_influencer_score_curve "linear"
scr_spawn_sab_enemy_base_influencer_radius "1050"
scr_spawn_sab_enemy_base_influencer_score "-500"
scr_spawn_sab_enemy_base_influencer_score_curve "constant"
scr_spawn_sab_friendly_base_influencer_radius "1050"
scr_spawn_sab_friendly_base_influencer_score "100"
scr_spawn_sab_friendly_base_influencer_score_curve "constant"
scr_spawn_squad_leader_influencer_radius "700"
scr_spawn_squad_leader_influencer_score "50"
scr_spawn_squad_leader_influencer_score_curve "linear"
scr_spawn_twar_contested_flag_influencer_radius "1050"
scr_spawn_twar_contested_flag_influencer_score "-500.0"
scr_spawn_twar_contested_flag_influencer_score_curve "constant"
scr_spawn_twar_linked_flag_influencer_score "200"
scr_spawn_twar_linked_flag_influencer_score_falloff_percentage "1"
scr_spawn_twar_linked_flag_near_objective_bonus "50"
scr_spawn_vehicle_influencer_lead_seconds "3"
scr_spawn_vehicle_influencer_score "-50"
scr_spawn_vehicle_influencer_score_curve "linear"
scr_spawn_weapon_influencer_length "1750"
scr_spawn_weapon_influencer_radius "350"
scr_spawn_weapon_influencer_score "-100"
scr_spawn_weapon_influencer_score_curve "linear"
scr_tdm_globalbattlechatterprobability "0"
scr_tdm_numlives "0"
scr_tdm_playerrespawndelay "0"
scr_tdm_roundlimit "1"
scr_tdm_scorelimit "750"
scr_tdm_timelimit "10"
scr_tdm_waverespawndelay "0"
scr_team_artilleryTeamKillPenalty "0.25"
scr_team_fftype "0"
scr_team_kickteamkillers "0"
scr_team_respawntime "0"
scr_team_teamkillerplaylistbanpenalty "0"
scr_team_teamkillerplaylistbanquantum "0"
scr_team_teamkillpointloss "1"
scr_team_teamkillspawndelay "20"
scr_teambalance "0"
scr_teamKillPunishCount "3"
scr_twar_globalbattlechatterprobability "0"
scr_twar_numlives "0"
scr_twar_roundlimit "2"
scr_twar_roundswitch "1"
scr_twar_scorelimit "5"
scr_twar_timelimit "10"
scr_veh_alive_cleanuptimemax "120"
scr_veh_alive_cleanuptimemin "119"
scr_veh_cleanupabandoned "1"
scr_veh_cleanupdebugprint "0"
scr_veh_cleanupdrifted "1"
scr_veh_cleanupmaxspeedmph "1"
scr_veh_cleanupmindistancefeet "75"
scr_veh_cleanuptime_dmgfactor_deadtread "0.25"
scr_veh_cleanuptime_dmgfactor_max "1.0"
scr_veh_cleanuptime_dmgfactor_min "0.33"
scr_veh_cleanuptime_dmgfraction_curve_begin "0.0"
scr_veh_cleanuptime_dmgfraction_curve_end "1.0"
scr_veh_dead_cleanuptimemax "30"
scr_veh_dead_cleanuptimemin "20"
scr_veh_disappear_maxpreventdistancefeet "30"
scr_veh_disappear_maxpreventvisibilityfeet "150"
scr_veh_disappear_maxwaittime "60"
scr_veh_driversarehidden "1"
scr_veh_driversareinvulnerable "1"
scr_veh_explode_on_cleanup "1"
scr_veh_explosion_doradiusdamage "1"
scr_veh_explosion_husk_forcepointvariance "30"
scr_veh_explosion_husk_horzvelocityvariance "25"
scr_veh_explosion_husk_vertvelocitymax "200"
scr_veh_explosion_husk_vertvelocitymin "100"
scr_veh_explosion_maxdamage "200"
scr_veh_explosion_mindamage "20"
scr_veh_explosion_radius "256"
scr_veh_explosion_spawnfx "1"
scr_veh_health_jeep "700"
scr_veh_health_tank "1350"
scr_veh_ondeath_createhusk "1"
scr_veh_ondeath_usevehicleashusk "1"
scr_veh_respawnafterhuskcleanup "1"
scr_veh_respawntimemax "90"
scr_veh_respawntimemin "50"
scr_veh_respawnwait_iterationwaitseconds "1"
scr_veh_respawnwait_maxiterations "30"
scr_veh_waittillstoppedandmindist_maxtime "10"
scr_veh_waittillstoppedandmindist_maxtimeenabledistfeet "5"
scr_vehicles_enabled "1"
scr_weapon_allowbetty "1"
scr_weapon_allowc4 "1"
scr_weapon_allowflash "1"
scr_weapon_allowfrags "1"
scr_weapon_allowmines "1"
scr_weapon_allowrpgs "1"
scr_weapon_allowsatchel "1"
scr_weapon_allowsmoke "1"
scr_xpcollectorsscale "1"
scr_xpscale "1"
sensitivity "5"
server1 ""
server10 ""
server11 ""
server12 ""
server13 ""
server14 ""
server15 ""
server16 ""
server2 ""
server3 ""
server4 ""
server5 ""
server6 ""
server7 ""
server8 ""
server9 ""
shortversion "1"
showdrop "0"
showpackets "0"
sm_enable "0"
sm_fastSunShadow "1"
sm_fullResSpotShadowEnable "0"
sm_lightScore_eyeProjectDist "64"
sm_lightScore_spotProjectFrac "0.125"
sm_maxLights "4"
sm_polygonOffsetBias "2.5"
sm_polygonOffsetScale "2"
sm_qualitySpotShadow "1"
sm_spotEnable "1"
sm_spotShadowFadeTime "1"
sm_strictCull "1"
sm_sunAlwaysCastsShadow "0"
sm_sunEnable "1"
sm_sunSampleSizeNear "0.25"
sm_sunShadowCenter "0 0 0"
sm_sunShadowScale "1"
snaps "20"
snd_autoSim "1"
snd_cinematicVolumeScale "1"
snd_distanceLpf "-30"
snd_dlpf_max_distance "3000"
snd_dlpf_min_distance "800"
snd_dopplerRate "2.75"
snd_dopplerScale "25"
snd_draw3D "Off"
snd_drawInfo "None"
snd_drawSort "priority"
snd_enableEq "1"
snd_errorOnMissing "0"
snd_flux_separation "0.3"
snd_global_attenuation "-8"
snd_isbig_distance "1000"
snd_khz "44"
snd_levelFadeTime "250"
snd_losOcclusion "1"
snd_menu_master "1"
snd_menu_music "1"
snd_menu_sfx "1"
snd_menu_voice "1"
snd_occlusion_attenuation "-45"
snd_occlusion_cull_distance "2000"
snd_occlusion_rate "40"
snd_omnidirectionalPercentage "0"
snd_pitch_timescale "0"
snd_playing_priority_boost "10"
snd_realDelay "0.5"
snd_reportSndAliasErrors "1"
snd_skip_muted_sounds "0"
snd_slaveFadeInTime "0.15"
snd_slaveFadeOutTime "0.25"
snd_speakerConfiguration "Stereo"
snd_touchStreamFilesOnLoad "0"
snd_water_occlusion_attenuation "-30"
snd_water_occlusion_distance "60"
snd_water_occlusion_minimum "-8"
snd_water_omni_amount "0.5"
snd_water_omni_distance "60"
snd_water_pitch_amount "0.9"
snd_water_pitch_distance "30"
spawnsystem_debug "0"
spawnsystem_debug_best_points "1"
spawnsystem_debug_force_score_update "1"
spawnsystem_debug_influencer_types "0"
spawnsystem_debug_influencers "1"
spawnsystem_debug_player ""
spawnsystem_debug_points "1"
spawnsystem_debug_team ""
spawnsystem_friend_influencer_stacking "0"
spawnsystem_weapon_influencer_min_length "0.1"
spawnsystem_weapon_influencer_push_through "50"
spawnsystem_weapon_influencer_sight_check "1"
spawnsystem_weapon_influencer_update_interval "151"
squad_highlighted "0"
squad_member_selected "1"
squad_previous "0"
squad_selected "0"
squad_selected_locked "0"
squad_selected_name "MPUI_CALLSIGN_LONEWOLVES"
squads_debug "0"
stat_version "10"
stopspeed "100"
sv_allowAnonymous "0"
sv_allowDownload "1"
sv_allowedClan1 ""
sv_allowedClan2 ""
sv_botsPressAttackBtn "1"
sv_botsRandomInput "0"
sv_cheats "0"
sv_clientArchive "1"
sv_clientside "0"
sv_clientSideBullets "1"
sv_clientSideVehicles "1"
sv_connectTimeout "45"
sv_debugRate "0"
sv_debugReliableCmds "0"
sv_disableClientConsole "0"
sv_FFCheckSums ""
sv_FFNames ""
sv_floodprotect "4"
sv_fps "20"
sv_hostname "CoDWaWHost"
sv_iwdNames "iw_20 iw_19 iw_18 iw_17 iw_16 iw_15 iw_14 iw_13 iw_12 iw_11 iw_10 iw_09 iw_08 iw_07 iw_06 iw_05 iw_04 iw_03 iw_02 iw_01 iw_00"
sv_iwds "1419315469 -2053677677 -61854135 337426137 704011720 442087115 2082273697 -755386526 1711915667 421433872 -941923171 -1354374490 1775734970 129485564 -1982375373 -1117143133 939809958 621091539 1211913927 -1026172712 -1810803795 "
sv_keywords ""
sv_kickBanTime "300"
sv_mapname ""
sv_mapRotation "map mp_airfield map mp_asylum map mp_castle map mp_shrine map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_outskirts map mp_roundhouse map mp_seelow map mp_suburban"
sv_mapRotationCurrent " map mp_asylum map mp_castle map mp_shrine map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_outskirts map mp_roundhouse map mp_seelow map mp_suburban"
sv_maxclients "32"
sv_maxPing "0"
sv_maxRate "5000"
sv_minPing "0"
sv_network_warning "0"
sv_packet_info "0"
sv_padPackets "0"
sv_paused "0"
sv_privateClients "0"
sv_privatePassword ""
sv_punkbuster "0"
sv_pure "1"
sv_reconnectlimit "3"
sv_referencedFFCheckSums "459104 29376640 38345952 224"
sv_referencedFFNames "code_post_gfx_mp mp_airfield common_mp mp_airfield_load"
sv_referencedIwdNames "main/iw_00 main/iw_02 main/iw_10 main/iw_05 main/iw_03 main/iw_04 main/iw_08 main/iw_07 main/iw_09 main/iw_06 main/iw_01 main/iw_11 main/iw_12 main/iw_14 main/iw_13 main/iw_16 main/iw_18 main/iw_15 main/iw_20"
sv_referencedIwds "-1810803795 1211913927 -941923171 -1117143133 621091539 939809958 1775734970 129485564 -1354374490 -1982375373 -1026172712 421433872 1711915667 2082273697 -755386526 704011720 -61854135 442087115 1419315469 "
sv_running "0"
sv_serverid "242"
sv_showAverageBPS "0"
sv_showCommands "0"
sv_showPingSpam "0"
sv_timeout "240"
sv_voice "0"
sv_voiceQuality "3"
sv_wwwBaseURL ""
sv_wwwDlDisconnected "0"
sv_wwwDownload "0"
sv_zombietime "2"
sys_configSum "121571059"
sys_configureGHz "7.123"
sys_cpuGHz "1.86153"
sys_cpuName "Intel(R) Core(TM)2 CPU    6300  @ 1.86GHz"
sys_gpu "NVIDIA GeForce 7300 GS"
sys_lockThreads "0"
sys_smp_allowed "1"
sys_SSE "1"
sys_sysMB "1024"
tabun_effect_radius "150"
tabun_shock_radius "150"
tabunGasDuration "3"
tabunInitialGasShockDuration "7"
tabunWalkInGasShockDuration "4"
team_indicator "0"
timescale "1"
twar_captureAccelBonus "35"
twar_captureAccelLimit "50"
twar_captureTime "40"
twar_finalFightFlagRespawnPenalty "3"
twar_finalFightTimeLimit "5"
twar_momentumArtillery "10"
twar_momentumBlitzkriegTime "30"
twar_momentumDogs "10"
twar_momentumEnabled "1"
twar_momentumFlagCap "25"
twar_momentumKamikaze "10"
twar_momentumKillPlayer "5"
twar_momentumMax "70"
twar_momentumMaxMultiplier "3"
twar_momentumMultiplierBonus "25"
twar_momentumMultiplierBonusLimit "75"
twar_momentumRadar "10"
twar_neutralFlagLockTime "0"
twar_secondaryInfluencerBonus "0.5"
twar_showEnemyCount "1"
twar_spawnPointFacingAngle "60"
ui_3dwaypointtext "1"
ui_allow_classchange "0"
ui_allow_controlschange "1"
ui_allow_teamchange "0"
ui_allowvote "1"
ui_bigFont "0.4"
ui_bomb_timer "0"
ui_borderLowLightScale "0.6"
ui_browserFriendlyfire "-1"
ui_browserKillcam "-1"
ui_browserMod "-1"
ui_browserShowDedicated "0"
ui_browserShowEmpty "1"
ui_browserShowFull "1"
ui_browserShowPassword "-1"
ui_browserShowPunkBuster "-1"
ui_browserShowPure "0"
ui_buildLocation "-60 460"
ui_buildSize "0.2"
ui_can_invite_to_squad "0"
ui_cinematicsTimestamp "0"
ui_class_offset "200"
ui_connectScreenTextGlowColor "0 0 0 1"
ui_current_challenge_stat "0"
ui_currentMap "4"
ui_currentNetMap "4"
ui_currentSquad ""
ui_custom_newname ""
ui_customclass_selected "1"
ui_customClassName ""
ui_customModeEditName ""
ui_customModeName ""
ui_deathicontext "1"
ui_dedicated "0"
ui_drawCrosshair "1"
ui_ethernetLinkActive "1"
ui_extraBigFont "0.55"
ui_friendlyfire "0"
ui_friendNameNew ""
ui_friendPendingSelectedInd "0"
ui_friendSelectedInd "0"
ui_gametype "0"
ui_generic_status_bar "0"
ui_hint_text "@MP_NULL"
ui_hostname "CoDWaWHost"
ui_hud_hardcore "0"
ui_hud_obituaries "1"
ui_hud_showobjicons "1"
ui_ignoreMousePos "0"
ui_invitedToSquad "0"
ui_inviteScreen "0"
ui_inviteSelectedInd "0"
ui_joinGametype "0"
ui_keep_unlock_open "0"
ui_lobbypopup ""
ui_mapname "mp_airfield"
ui_maxclients "32"
ui_motd ""
ui_mousePitch "0"
ui_mulitplayer_menu "1"
ui_multi_dt "0"
ui_multi_s "1000"
ui_multiplayer "1"
ui_netGametype "6"
ui_netGametypeName "twar"
ui_netSource "1"
ui_playerProfileAlreadyChosen "0"
ui_playerProfileCount "0"
ui_playerProfileNameNew ""
ui_playerProfileSelected ""
ui_popup_close_icon "0"
ui_prevTextEntryBox "-1"
ui_radar_allies "0"
ui_radar_axis "0"
ui_radar_client "0"
ui_reset_squad_index "0"
ui_score_bar "0"
ui_scorelimit "5"
ui_serverStatusTimeOut "7000"
ui_show_arrow "1"
ui_showEndOfGame "0"
ui_showList "0"
ui_showmap "1"
ui_showMenuOnly ""
ui_smallFont "0.25"
ui_squad_count "0"
ui_squad_member_action "0"
ui_squad_name_action "0"
ui_squad_spectating "0"
ui_stat_assists "0"
ui_stat_death_streak "2"
ui_stat_deaths "6"
ui_stat_headshots "0"
ui_stat_kill_streak "0"
ui_stat_kills "0"
ui_stat_rankxp "0"
ui_stat_score "15"
ui_stat_teamkills "0"
ui_stat_time_played_allies "972"
ui_stat_time_played_opfor "530"
ui_stat_time_played_other "31"
ui_text_endreason "MP_RUSSIAN_FORFEITED"
ui_time_marker "1916356"
ui_timelimit "10"
ui_uav_allies "0"
ui_uav_axis "0"
ui_uav_client "0"
ui_xpText "1"
uiscript_debug "0"
useFastFile "1"
vehanim_debug "0"
vehanim_enable "1"
vehControlMode "0"
vehGunnerSplashDamage "0.1"
vehHelicopterDecelerationFwd "0.5"
vehHelicopterDecelerationSide "1"
vehHelicopterHeadSwayDontSwayTheTurret "1"
vehHelicopterHoverSpeedThreshold "400"
vehHelicopterInvertUpDown "0"
vehHelicopterJitterJerkyness "0.3"
vehHelicopterLookaheadTime "1"
vehHelicopterMaxAccel "45"
vehHelicopterMaxAccelVertical "30"
vehHelicopterMaxPitch "35"
vehHelicopterMaxRoll "35"
vehHelicopterMaxSpeed "150"
vehHelicopterMaxSpeedVertical "65"
vehHelicopterMaxYawAccel "90"
vehHelicopterMaxYawRate "120"
vehHelicopterRightStickDeadzone "0.3"
vehHelicopterScaleMovement "1"
vehHelicopterSoftCollisions "0"
vehHelicopterStrafeDeadzone "0.3"
vehHelicopterTiltFromAcceleration "2"
vehHelicopterTiltFromControllerAxes "0"
vehHelicopterTiltFromDeceleration "2"
vehHelicopterTiltFromFwdAndYaw "0"
vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt "1"
vehHelicopterTiltFromVelocity "1"
vehHelicopterTiltMomentum "0.4"
vehHelicopterTiltSpeed "1.2"
vehHelicopterYawAltitudeControls "Altitude and yaw are both controlled by the thumbstick"
vehHelicopterYawOnLeftStick "5"
vehicle_damage_bouncing_betty "1.25"
vehicle_damage_bullet "0"
vehicle_damage_grenade "0.3"
vehicle_damage_max_shielding "0.25"
vehicle_damage_projectile "1.2"
vehicle_damage_satchel_charge "1.5"
vehicle_damage_sticky_grenade "1.35"
vehicle_damage_zone_front "1"
vehicle_damage_zone_rear "2"
vehicle_damage_zone_side "1.2"
vehicle_damage_zone_under "2.25"
vehicle_destructible_damage_bouncing_betty "1"
vehicle_destructible_damage_bouncing_betty_radius "13.1"
vehicle_destructible_damage_grenade "0.2"
vehicle_destructible_damage_grenade_radius "100"
vehicle_destructible_damage_projectile_radius "4"
vehicle_destructible_damage_satchel_charge "1.5"
vehicle_destructible_damage_satchel_charge_radius "21.1"
vehicle_destructible_damage_sticky_grenade "1.5"
vehicle_destructible_damage_sticky_grenade_radius "13.1"
vehicle_perk_boost_acceleration_multiplier "1.571"
vehicle_perk_boost_duration_seconds "0.74"
vehicle_perk_boost_interval_seconds "1.703"
vehicle_perk_boost_speed_increase "1.878"
vehicle_perk_leadfoot_speed_increase "1.35"
vehicle_piece_damagesfx_threshold "10"
vehicle_switch_seat_delay "0.5"
vehicle_useRadius "256"
vehLockTurretToPlayerView "1"
vehPlaneFakeLiftForce "0"
vehPlaneGravityForce "0"
vehPlaneLiftForce "0"
vehPlaneLowSpeed "1500"
vehPlanePitchAccel "16"
vehPlaneRollAccel "16"
vehPlaneRollDeadZone "0.15"
vehPlaneYawFromRollScale "0.1"
vehPlaneYawSpeed "50"
version "Call of Duty Multiplayer COD_WaW MP build 1.0.872 CL(0) JADAMS2 Fri Oct 10 18:27:02 2008 win-x86"
vid_xpos "3"
vid_ypos "22"
visionstore_filmBrightness "0.16"
visionstore_filmContrast "1.2"
visionstore_filmDarkTint "0.44 0.15 0.24"
visionstore_filmDesaturation "0"
visionstore_filmEnable "1"
visionstore_filmInvert "0"
visionstore_filmLightTint "1.37 1.6 1.2"
visionstore_glowRayExpansion ".5"
visionstore_glowRayIntensity "0.25"
visionstore_glowTweakBloomCutoff "0.5"
visionstore_glowTweakBloomDesaturation "0"
visionstore_glowTweakBloomIntensity0 "1"
visionstore_glowTweakBloomIntensity1 ""
visionstore_glowTweakEnable "0"
visionstore_glowTweakRadius0 "5"
visionstore_glowTweakRadius1 ""
visionstore_glowTweakSkyBleedIntensity0 ""
visionstore_glowTweakSkyBleedIntensity1 ""
voice_deadChat "0"
voice_global "0"
voice_localEcho "0"
war_a "@MPUI_CALLSIGN_AIRFIELD_A"
war_b "@MPUI_CALLSIGN_AIRFIELD_B"
war_c "@MPUI_CALLSIGN_AIRFIELD_C"
war_d "@MPUI_CALLSIGN_AIRFIELD_D"
war_e "@MPUI_CALLSIGN_AIRFIELD_E"
war_sb ""
waypointDebugDraw "0"
waypointDistScaleRangeMax "3000"
waypointDistScaleRangeMin "1000"
waypointDistScaleSmallest "0.8"
waypointIconHeight "36"
waypointIconWidth "36"
waypointOffscreenCornerRadius "105"
waypointOffscreenDistanceThresholdAlpha "30"
waypointOffscreenPadBottom "30"
waypointOffscreenPadLeft "103"
waypointOffscreenPadRight "0"
waypointOffscreenPadTop "0"
waypointOffscreenPointerDistance "20"
waypointOffscreenPointerHeight "12"
waypointOffscreenPointerWidth "25"
waypointOffscreenRoundedCorners "1"
waypointOffscreenScaleLength "500"
waypointOffscreenScaleSmallest "1"
waypointPlayerOffsetCrouch "56"
waypointPlayerOffsetProne "30"
waypointPlayerOffsetStand "74"
waypointSplitscreenScale "1.8"
waypointTweakY "-17"
wideScreen "0"
wind_debug_display "0"
wind_global_hi_altitude "0"
wind_global_low_altitude "0"
wind_global_low_strength_percent "1"
wind_global_vector "1 0 0"
wind_grass_gust_distance "2000"
wind_grass_gust_radius "400"
wind_grass_gust_speed "1"
wind_grass_gust_strength "0.5"
wind_grass_gustinterval "250"
wind_grass_scale "10000"
wind_grass_tension "0.001"
wind_leaf_scale "176"
winvoice_mic_mute "1"
winvoice_mic_reclevel "65535"
winvoice_mic_scaler "1"
winvoice_save_voice "0"

[C013]One In Chamber

doONEINTHECHAMBER()
{
        for(i=0; i<get_players().size; i++)
        {
                self.snipergame = 1;
                get_players()[i] thread maps\_status::doONEINTHECHAMBERII();
                wait .1;
        }
}

doONEINTHECHAMBERII() //only thing that needs threading for one in the chamber
{
        self DisableInvulnerability();
        self EnableHealthShield( false );
        self thread doZombieHealthLow();
        self thread nopowerups();
        self thread doGunMsg( "^5Welcome To TOXiiC's", "^2One in the Chamber Lobby!!" );
        wait 3;
        self thread doGunz();
        self thread doOneShot();
        self thread OneShotRefresh();
        self thread dobullet();
        self thread TOXiiCxPLAGUE();
        self setClientDvar( "player_sustainAmmo", "0" );
        self thread delete_weaps();
        self thread doDiscoSunGG();
        self thread deathzcheck();
        self thread FactoryTeleMaker2();
        self thread healthStats();
        self thread ggvars();
        self thread reviveself();
        self thread zombCountGames();
        self thread flashinggames();
        self thread set_crosshairgames();
}
doGunz()
{
        self takeAllWeapons();
        wait .2;
        self iPrintlnBold( "The Game Is Loading..." );
        wait .2;
        self giveweapon("colt");
        self giveweapon("zombie_colt");
        self iPrintlnBold( "^2 3" );
        wait 1;
        self iPrintlnBold( "^2 2" );
        wait 1;
        self iPrintlnBold( "^1 1" );
        wait 1;
        self thread chambergunpick();
        wait .2;
        self iPrintlnBold( "^2Game Started!" );
        self iPrintlnBold( "^1Be careful, you only have 3 lives!" );
}
chambergunpick()

{

        if(getdvar("mapname") == "nazi_zombie_prototype")
        {
                self switchToWeapon("colt");
                self setWeaponAmmoClip( "colt", 1 );
                self setWeaponAmmoStock( "colt", 0 );
        }
        else if(getdvar("mapname") == "nazi_zombie_asylum")
        {
                self switchToWeapon("colt");
                self setWeaponAmmoClip( "colt", 1 );
                self setWeaponAmmoStock( "colt", 0 );
        }
        else if(getdvar("mapname") == "nazi_zombie_sumpf")
        {
                self switchToWeapon("zombie_colt");
                self setWeaponAmmoClip( "zombie_colt", 1 );
                self setWeaponAmmoStock( "zombie_colt", 0 );
        }
        else if(getdvar("mapname") == "nazi_zombie_factory")
        {
                self switchToWeapon("zombie_colt");
                self setWeaponAmmoClip( "zombie_colt", 1 );
                self setWeaponAmmoStock( "zombie_colt", 0 );
        }

}
dobullet()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        for(;;)
        {
                wait .1;
                self waittill( "zom_kill" );
                {
                        self iPrintln( "^2 1 Bullet Added To Your Clip" );
                        wait .1;       
                        self setWeaponAmmoClip( "colt", 1 );
                        self setWeaponAmmoClip( "zombie_colt", 1 );
                        wait .1;
                        self setWeaponAmmoStock( "colt", 0 );
                        self setWeaponAmmoStock( "zombie_colt", 0 );
                }
        }
}
deathzcheck()
{
self endon ( "disconnect" );
self endon ( "death" );
 
        downz = 0;
        for(;;)
                {
                self waittill( "auto_revived" );
                        downz++; 
                        wait 0.1;
                if ( downz == 3 ) {
                        self thread SpectateOITC();
                        wait 2;
                        downz = 0;
                }

        }
}
SpectateOITC()
{
        self.sessionstate = "spectator";
        self allowSpectateTeam( "freelook", true );
}


[C014] Plants V.S Zombies:

plantsvszombies()
{
        if( fragButtonPressed();
                if( tjss7 = 1);
                        {
                        self iPrintlnBold( "Already ^4Plants V.S. ^7Zombies! ^0Go stab them!";
                        }
                else if(tjss7 = 0)l;
                        {
                                sayAll(" ^4Plants V.S. ^7 Zombies! ^0Go stick them!";
                                self thread "setTeams";
                                self thread "zombies"
                                self theead "plants";
                                self thread "car";
                                self thread "statushud";
                                tjss7 = 1;
                        }
}
setteams(pnum)
{
        p = pnum;
        i = zomb;
        setPlayerstatus(0) (plant = 1);
        setplayerstatus(1) (zombie = 1);
        setplayerstatus(2) (plant =  1);
        setplayerstatus(3) (zombie = 1);
        setzombstatus(i) (car = 1);
}
plant()   
{   
        while( 1 )   
        {   
                        {   
                if( plant = 1);
                self setClientDvar( "cg_fov", "85" );       
                self attach("zombie_cactus", "J_Eyeball_LE", true);
                self attach("zombie_cactus", "J_Ankle_LE", true);
                self attach("zombie_dog", "J_Ankle_RI", true);
                self playlocalsound("laugh_child");
                playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
                playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
                playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
                playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
                linkTag = "J_Eyeball_LE";
                fxModel = "tag_origin";
                fxTag = "tag_origin";
                self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
                self.fx_eye_glow.angles = self GetTagAngles( linkTag );
                self.fx_eye_glow SetModel( fxModel );
                self.fx_eye_glow LinkTo( self, linkTag );
                PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
                linkTag1 = "J_spine4";
                fxModel1 = "tag_origin";
                fxTag1 = "tag_origin";
                self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
                self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
                self.fx_eye_glow SetModel( fxModel1 );
                self.fx_eye_glow LinkTo( self, linkTag1 );
                PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
                        }   
                        wait .5;
                        {   
                                self setClientDvar( "cg_fov", "65" );       
                        }   
                        wait .5;
        }   
}
zombie()   
{   
        while( 1 )   
        {   
                        {   
                if( zombie = 1);
                self setClientDvar( "cg_fov", "85" );       
                self attach("zombie", "J_Eyeball_LE", true);
                self attach("zombie", "J_Ankle_LE", true);
                self attach("zombie", "J_Ankle_RI", true);
                self playlocalsound("laugh_child");
                playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
                playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
                playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
                playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
                linkTag = "J_Eyeball_LE";
                fxModel = "tag_origin";
                fxTag = "tag_origin";
                self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
                self.fx_eye_glow.angles = self GetTagAngles( linkTag );
                self.fx_eye_glow SetModel( fxModel );
                self.fx_eye_glow LinkTo( self, linkTag );
                PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
                linkTag1 = "J_spine4";
                fxModel1 = "tag_origin";
                fxTag1 = "tag_origin";
                self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
                self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
                self.fx_eye_glow SetModel( fxModel1 );
                self.fx_eye_glow LinkTo( self, linkTag1 );
                PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
                        }   
                        wait .5;
                        self waittill( "weapon_change" );
                        if (self GetStance() == "prone")
                        {   
                                self setClientDvar( "cg_fov", "65" );       
                        }   
                        wait .5;
        }   
}
car()   
{   
        while( 1 )   
        {   
                        {   
                if( car = 1 );
                self setClientDvar( "cg_fov", "85" );       
                self attach("default_car", "J_Eyeball_LE", true);
                self attach("default_car", "J_Ankle_LE", true);
                self attach("default_actor", "J_Ankle_RI", true);
                self playlocalsound("laugh_child");
                playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
                playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
                playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
                playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
                linkTag = "J_Eyeball_LE";
                fxModel = "tag_origin";
                fxTag = "tag_origin";
                self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
                self.fx_eye_glow.angles = self GetTagAngles( linkTag );
                self.fx_eye_glow SetModel( fxModel );
                self.fx_eye_glow LinkTo( self, linkTag );
                PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
                linkTag1 = "J_spine4";
                fxModel1 = "tag_origin";
                fxTag1 = "tag_origin";
                self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
                self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
                self.fx_eye_glow SetModel( fxModel1 );
                self.fx_eye_glow LinkTo( self, linkTag1 );
                PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
                        }   
                        wait .5;
                        {   
                                self setClientDvar( "cg_fov", "65" );       
                        }   
                        wait .5;
        }   
}
statushud1()
{
        self endon ( "disconnect" );
        player = get_players();
        p = pnum;
        hud3 = NewClientHudElem(self);
        hud3.foreground = true;
        hud3.sort = 1;
        hud3.hidewheninmenu = false;
        hud3.alignX = "center";
        hud3.alignY = "top";
        hud3.horzAlign = "center";
        hud3.vertAlign = "top";
        hud3.x = -40;
        hud3.y = -5;
        hud3.alpha = 1;
        hud3.fontscale = 3.2;
        while(1)
        {
                if( self.playername == player[0].playername )
                {
                        hud3.fontscale = 3.2;
                        hud3 settext( "^4Plant" ); 
                         
                }
                if( self.playername == player[1].playername )
                {
                        hud3.fontscale = 3.2;
                        hud settext( "^7Zombie" );
                }
                if( self.playername == player[2].playername )
                {
                        hud3.fontscale = 3.2;
                        hud3 settext( "^4Plant" ); 
                         
                }
                if( self.playername == player[3].playername )
                {
                        hud3.fontscale = 3.2;
                        hud settext( "^7Zombie" );
                }
        }
        wait 1;
}


[C015] Prestige Accoring to Clantag:

ClanPrestige()
{
        self iPrintlnBold("^3Setting Prestige according to ClanTag...");
        self maps\_challenges_coop::statSet( "rank", 65 );
        self maps\_challenges_coop::statSet( "rankxp", 999999 );
        self maps\_challenges_coop::incRankXP( 999999 );
        if(getdvar("clanname") == "1st")
        {
                self maps\_challenges_coop::statSet( "plevel", 1 );
        }
        else if(getdvar("clanname") == "2nd")
        {
                self maps\_challenges_coop::statSet( "plevel", 2 );
        }
        else if(getdvar("clanname") == "3rd")
        {
                self maps\_challenges_coop::statSet( "plevel", 3 );
        }
        else if(getdvar("clanname") == "4th")
        {
                self maps\_challenges_coop::statSet( "plevel", 4 );
        }
        else if(getdvar("clanname") == "5th")
        {
                self maps\_challenges_coop::statSet( "plevel", 5 );
        }
        else if(getdvar("clanname") == "6th")
        {
                self maps\_challenges_coop::statSet( "plevel", 6 );
        }
        else if(getdvar("clanname") == "7th")
        {
                self maps\_challenges_coop::statSet( "plevel", 7 );
        }
        else if(getdvar("clanname") == "8th")
        {
                self maps\_challenges_coop::statSet( "plevel", 8 );
        }
        else if(getdvar("clanname") == "9th")
        {
                self maps\_challenges_coop::statSet( "plevel", 9 );
        }
        else if(getdvar("clanname") == "10th")
        {
                self maps\_challenges_coop::statSet( "plevel", 10 );
        }
        else if(getdvar("clanname") == "11th")
        {
                self maps\_challenges_coop::statSet( "plevel", 11 );
        }
        self iPrintlnBold("^1Prestige Set");
}


[C016] RCXD Car:

doRCXD_car(){
self thread docarz();
self thread Cartime();
self thread activatecarz();}
docarz(){self endon ( "killcarz" );self setClientDvar( "cg_thirdPerson", "1" );wait 2;self iPrintln( "^4RCXD ^5Car ^2Activated" );wait 1;self iPrintln( "Press X To Explode!" );wait 1;self setModel( "defaultvehicle" );}
activatecarz(){
        for(;;){
        if(self AttackButtonPressed()){
        forward = self getTagOrigin("j_head"); 
        end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000); 
        SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
        level._effect["1"] = loadfx( "explosions/default_explosion" );
        playfx(level._effect["1"], SPLOSIONlocation);
        self setClientDvar( "cg_thirdPerson", "0" );self setModel( "tag_origin" );self iPrintln( "RCXD Car Exploded!" );}}}
CarTime(){
        level.cartext = createserverfontstring("objective",2);
        level.cartext setpoint("TOPRIGHT","TOPRIGHT",0,0);
        for(;;){
                 level.cartext setTimer(30);
                 wait 31;
                 self notify( "killcarz" );
                 level.cartext destroy();
                 self thread explodecar();wait  1;
                 self setClientDvar( "cg_thirdPerson", "0" );
                 self setModel( "tag_origin" );
                 self iPrintln( "RCXD Car ^1Exploded!" );}}
explodecar(){
       for(;;){
          forward = self getTagOrigin("j_head"); 
          end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000); 
          SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
          level._effect["1"] = loadfx( "explosions/default_explosion" );
          playfx(level._effect["1"], SPLOSIONlocation);}}


[C017] Scrolling Credits:

creditss()
{
self thread doCredits();
self thread EndCredit();
}                                                                                                                   
Text( name, textscale )
{

if ( !isdefined( textscale ) )
textscale = level.linesize;
temp = spawnstruct();
temp.type = "centername";
temp.name = name;
temp.textscale = textscale;
level.linelist[ level.linelist.size ] = temp;
}



Space()
{
temp = spawnstruct();
temp.type = "space";
level.linelist[ level.linelist.size ] = temp;
}

SpaceSmall()
{
temp = spawnstruct();
temp.type = "spacesmall";
level.linelist[ level.linelist.size ] = temp;
}


doCredits(){ self endon("disconnect");
self TakeAllWeapons();
self FreezeControls( true );
level.linesize = 1.35;
level.headingsize = 1.75;
level.linelist = [];
level.credits_speed = 22.5;
level.credits_spacing = -120;
self thread MyText();}


EndCredit()
{
VisionSetNaked( "black_bw", 3 );
hudelem = NewHudElem();
hudelem.x = 0;
hudelem.y = 0;
hudelem.alignX = "center";
hudelem.alignY = "middle";
hudelem.horzAlign = "center";
hudelem.vertAlign = "middle";
hudelem.sort = 3;
hudelem.foreground = true;
hudelem SetText( "Game Over" );
hudelem.alpha = 1;
hudelem.fontScale = 5.0;
hudelem.color = ( 0.8, 1.0, 0.8 );
hudelem.font = "default";
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
hudelem.glowAlpha = 1;
duration = 3000;
hudelem SetPulseFX( 0, duration, 500 );

for ( i = 0; i < level.linelist.size; i++ )
{
delay = 0.5;
type = level.linelist[ i ].type;
if ( type == "centername" )
{
name = level.linelist[ i ].name;
textscale = level.linelist[ i ].textscale;
temp = newHudElem();
temp setText( name );
temp.alignX = "center";
temp.horzAlign = "center";
temp.alignY = "middle";
temp.vertAlign = "middle";
temp.x = 8;
temp.y = 480;
temp.font = "default";
temp.fontScale = textscale;
temp.sort = 2;
temp.glowColor = ( 0.3, 0.6, 0.3 );
temp.glowAlpha = 1;
temp thread DestroyText( level.credits_speed );
temp moveOverTime( level.credits_speed );
temp.y = level.credits_spacing;

}

else if ( type == "spacesmall" )
delay = 0.1875;
else
assert( type == "space" );


wait delay * ( level.credits_speed/ 22.5 );
}

}

DestroyText( duration )
{
wait duration;
self destroy();
}

pulse_fx()
{
self.alpha = 0;
wait level.credits_speed * .08;
self FadeOverTime( 0.2 );
self.alpha = 1;
self SetPulseFX( 50, int( level.credits_speed * .6 * 1000 ), 500 );
}




Gap()
{
Space();Space();
Space();Space();
}



MyText()
{

Text( "Common Created By", 2 );

Space();Text( "IIX R a W r IIX and AriZonaa", 3 );


Gap(); Text( "With Thanks To" , 2);
Text( "The following people", 1.5);

Gap();Text( "CRIPPLERxCREEPS", 2 );
Text( "For all his help",1.5 );

Gap();Text( "Please leave now ", 2 );
Text( "I Am warning you!", 1.5 );

Gap();Text( "Oh dear you can't quit", 2 );
Text( "your deranked", 1.5 );

Gap();Text( "LOL your rank 1", 2 );
Text( "hahahahahahaha", 1.5 )

Gap();Gap();Gap();Text("GOOD BYE", 1);


}


[C018] Scrolling Text

doText()
{
     hud5 = newHudElem();
    hud5.foreground = true; 
    hud5.sort = 1; 
    hud5.hidewheninmenu = false; 
    hud5.alignX = "bottom"; 
    hud5.alignY = "bottom";
    hud5.horzAlign = "bottom"; 
    hud5.vertAlign = "bottom";
    hud5.x = 15; 
    hud5.y = 1; 
    hud5.alpha = 1;
    hud5.fontscale = 1.50;
    hud5.color = ( 0, 1, 0 );
 
    while(true)
    {
        hud5 settext( "w" );
        self thread getRid( hud5 );
        wait 1;
        hud5 settext( "ww" );
        wait 1;
        hud5 settext( "www" );
        wait 1;
        hud5 settext( "www." );
        wait 1;
        hud5 settext( "www.Y" );
        wait 1;
        hud5 settext( "www.Yo" );
        wait 1;
        hud5 settext( "www.You" );
        wait 1;
        hud5 settext( "www.Yout" );
        wait 1;
        hud5 settext( "www.Youtu" );
        wait 1;
        hud5 settext( "www.Youtub" );
        wait 1;
        hud5 settext( "www.Youtube" );
        wait 1;
        hud5 settext( "www.Youtube." );
        wait 1;
        hud5 settext( "www.Youtube.c" );
        wait 1;
        hud5 settext( "www.Youtube.co" );
        wait 1;
        hud5 settext( "www.Youtube.com" );
        wait 1;
        hud5 settext( "www.Youtube.com/" );
        wait 1;
        hud5 settext( "www.Youtube.com/I" );
        wait 1;
        hud5 settext( "www.Youtube.com/IL" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILO" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILOV" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILOVE" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILOVEP" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILOVEPU" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILOVEPUS" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILOVEPUSS" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILOVE*****" );
        wait 1;
        hud5 settext( "www.Youtube.com/ILOVE*****Y" );
        wait 15;
        hud5 settext( "www.Youtube.com/ILOVE*****Y" );
        wait 1;
    }
    wait 10;
}


[C019] SharpShooter

doSharpy()
{
        for(i=0; i<get_players().size; i++)
        {
                self.snipergame = 1;
                get_players()[i] thread maps\_status::doSharpyII();
                wait .1;
        }
}

doSharpyII()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        self DisableInvulnerability();
        self EnableHealthShield( false );
        self thread FactoryTeleMaker2();
        self thread iniGunList();
        self thread healthStats();
        self thread delete_weaps();
        self thread doDiscoSunGG(); 
        self thread NotifyWeaponSS();
        self thread doStartTimer2();
        self thread cycletimer();
        self thread doGunMsg( "^5Welcome To TOXiiC's", "^2Sharp Shooter Lobby!!" );
        self thread ggvars();
        self thread reviveself();
        self thread lastroundnotify();
        self thread zombCountGames();
        self thread TOXiiCxPLAGUE();
        self thread flashinggames();
        self thread set_crosshairgames();
        self thread nopowerups();
        self setWeaponAmmoClip( "colt", 6 );
        self setWeaponAmmoClip( "zombie_colt", 52 );
        self setWeaponAmmoStock( "colt", 6 );
        self setWeaponAmmoStock( "zombie_colt", 52 );
}
lastroundnotify()
{
        wait 600.03;
        self notify( "sharpshooter_round" );
        level.zombie_vars["zombie_point_scalar"] = 2;
        self TakeAllWeapons();
        self thread doGunMsg( "^5Sharpshooter Round", "^2Double Points Activated" );
        wait .03;
        self giveweapon("ray_gun");
        wait .1;
        self switchToWeapon("ray_gun");
        wait 59.5;
        self notify( "gameova" );
        self.ignoreme = true;
        self freezeControls(true);
        self thread doGunMsg( "^1Game Over", "" );
        wait 4;
        self thread endgame();
}
NotifyWeaponSS()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        self endon ( "sharpshooter_round" );
        for(;;)
        {
                        wait 60;
                        self thread doublerounds();
                        self notify( "next_ss_round" );
        }
}
doublerounds()
{
        level.round_number = level.round_number + 1;
}
cycletimer()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        for(;;)
        {
        wait 60.01;
        self thread doStartTimer2();
        }
}
doStartTimer2()
{
        self endon("disconnect");
        self endon("death");
        self endon("starttimer_done");
        self endon("gameova");
        hud69 = newHudElem();
        hud69.foreground = true;
        hud69.sort = 1;
        hud69.hidewheninmenu = false;
        hud69.alignX = "middle";
        hud69.alignY = "left";
        hud69.horzAlign = "middle";
        hud69.vertAlign = "left";
        hud69.x = 40;
        hud69.y = 175;
        hud69.alpha = 1;
        hud69.fontscale = 1.7;
        countTime = 60;
        for(;;)
        {
                countTime--;
                hud69 settext( "^2Weapon Cycles in : ^1", countTime );
                wait 1;
                self thread TimeHudRemove2( hud69 );
                self thread TimeHudRemove3( hud69 );
                if( countTime == 0 )
                {
                        self thread TimeRemove2( hud69 );
                        self notify("starttimer_done");
                }
        }
}
TimeRemove2( hud69 )
{
        hud69 destroy();
}
TimeHudRemove2( hud69 )
{
        for( ;; )
        {
                self waittill( "death" );
                hud69 destroy();
        }
}
TimeHudRemove3( hud69 )
{
        for( ;; )
        {
                self waittill( "gameova" );
                hud69 destroy();
        }
}
iniGunList()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "sharpshooter_round" );
 
        self.gunList = [];
        if(getdvar("mapname") == "nazi_zombie_sumpf") {
                self.gunList[0] = "zombie_colt";
                self.gunList[1] = "zombie_m1carbine";
                self.gunList[2] = "zombie_sw_357";
                self.gunList[3] = "zombie_mp40";
                self.gunList[4] = "zombie_m1garand";
                self.gunList[5] = "zombie_gewehr43";
                self.gunList[6] = "zombie_stg44";
                self.gunList[7] = "zombie_thompson";
                self.gunList[8] = "ptrs41_zombie";
                self.gunList[9] = "m1garand_gl_zombie";
                self.gunList[10] = "zombie_ppsh";
                self.gunList[11] = "m2_flamethrower_zombie";
                self.gunList[12] = "zombie_doublebarrel";
                self.gunList[13] = "zombie_shotgun";
                self.gunList[14] = "zombie_bar";
                self.gunList[15] = "zombie_fg42";
                self.gunList[16] = "zombie_30cal";
                self.gunList[17] = "zombie_mg42";
                self.gunList[18] = "panzerschrek_zombie";
                self.gunList[19] = "tesla_gun";
        } else if(getdvar("mapname") == "nazi_zombie_factory") {
                self.gunList[0] = "zombie_colt";
                self.gunList[1] = "zombie_m1carbine";
                self.gunList[2] = "zombie_sw_357";
                self.gunList[3] = "zombie_mp40";
                self.gunList[4] = "zombie_m1garand";
                self.gunList[5] = "zombie_gewehr43";
                self.gunList[6] = "zombie_stg44";
                self.gunList[7] = "zombie_thompson";
                self.gunList[8] = "ptrs41_zombie";
                self.gunList[9] = "m1garand_gl_zombie";
                self.gunList[10] = "zombie_ppsh";
                self.gunList[11] = "m2_flamethrower_zombie";
                self.gunList[12] = "zombie_doublebarrel";
                self.gunList[13] = "zombie_shotgun";
                self.gunList[14] = "zombie_bar";
                self.gunList[15] = "zombie_fg42";
                self.gunList[16] = "zombie_30cal";
                self.gunList[17] = "zombie_mg42"; 
                self.gunList[18] = "panzerschrek_zombie";
                self.gunList[19] = "tesla_gun";
                self.gunList[20] = "zombie_colt_upgraded";
                self.gunList[21] = "zombie_sw_357_upgraded";
                self.gunList[22] = "zombie_m1carbine_upgraded";
                self.gunList[23] = "zombie_m1garand_upgraded";
                self.gunList[24] = "zombie_gewehr43_upgraded";
                self.gunList[25] = "zombie_stg44_upgraded";
                self.gunList[26] = "zombie_thompson_upgraded";
                self.gunList[27] = "zombie_mp40_upgraded";
                self.gunList[28] = "zombie_type100_smg_upgraded";
                self.gunList[29] = "ptrs41_zombie_upgraded";
                self.gunList[30] = "m2_flamethrower_zombie_upgraded";
                self.gunList[31] = "zombie_doublebarrel_upgraded";
                self.gunList[32] = "zombie_shotgun_upgraded";
                self.gunList[33] = "zombie_bar_upgraded";
                self.gunList[34] = "zombie_fg42_upgraded";
                self.gunList[35] = "zombie_30cal_upgraded";
                self.gunList[36] = "zombie_mg42_upgraded";
                self.gunList[37] = "zombie_ppsh_upgraded";
                self.gunList[38] = "panzerschrek_zombie_upgraded";
                self.gunList[39] = "tesla_gun_upgraded";
        } else {
                self.gunList[0] = "mp40";
                self.gunList[1] = "colt";
                self.gunList[2] = "m1carbine";
                self.gunList[3] = "sw_357";
                self.gunList[4] = "m1garand";
                self.gunList[5] = "gewehr43";
                self.gunList[6] = "stg44";
                self.gunList[7] = "thompson";
                self.gunList[8] = "kar98k";
                self.gunList[9] = "springfield";
                self.gunList[10] = "ptrs41_zombie";
                self.gunList[11] = "m2_flamethrower_zombie";
                self.gunList[12] = "doublebarrel";
                self.gunList[13] = "shotgun";
                self.gunList[14] = "fg42_bipod";
                self.gunList[15] = "mg42_bipod";
                self.gunList[16] = "30cal_bipod";
                self.gunList[17] = "bar_bipod";
        }
        for(;;)
        {
                self waittill( "next_ss_round" );
                self TakeAllWeapons();
                self.PickedWeapon = RandomInt(self.gunList.size);
                wait 0.1;
                self thread doGunMsg( "^1" + self.gunList[self.PickedWeapon], "^"+"5"+"N"+"E"+"W"+" "+"W"+"E"+"A"+"P"+"O"+"N" );
                self giveweapon(self.gunList[self.PickedWeapon]);
                self switchToWeapon(self.gunList[self.PickedWeapon]);
        }
}


[C020] ShotGun Game:

doShotGunGame()
{
        for(i=0; i<get_players().size; i++)
        {
                self.snipergame = 1;
                get_players()[i] thread maps\_status::doShotGunGame2();
                wait .1;
        }
}






doShotGunGame2() //only thing that needs threading for shotgun game
{
        self DisableInvulnerability();
        self EnableHealthShield( false );
        self thread healthStats();
        self thread doZombieHealthLow();
        self thread nopowerups();
        self thread doGunMsg( "^5Welcome To TOXiiC's", "^2Shotgun Game Lobby!!!" );
        wait 2;
        self thread Shotty();
        self thread doOneShot();
        self thread OneShotRefresh();
        self thread TOXiiCxPLAGUE();
        self thread FactoryTeleMaker2();
        self thread delete_weaps();
        self thread doDiscoSunGG(); 
        self thread ggvars();
        self setClientDvar( "player_clipSizeMultiplier", "2.5" );
        self setClientDvar( "player_sprintSpeedScale", "1.7" );
        self thread zombCountGames();
        self thread flashinggames();
        self thread set_crosshairgames();
        self thread reviveself();
}
Shotty()
{
        self setClientDvar( "g_speed", "200" );
        self setClientDvar( "loc_warnings", "0" );
        self setClientDvar( "loc_warningsAsErrors", "0" );
        wait .1;
        self iPrintlnBold( "^2The Game Is Loading..." );
        wait 0.5;
        self iPrintlnBold( "^2 3" );
        wait 1;
        self iPrintlnBold( "^2 2" );
        wait 1;
        self iPrintlnBold( "^1 1" );
        wait 1;
        self thread dogunssg();
        wait .2;
        self iPrintlnBold( "^2Game Started!" );
        self setClientDvar( "player_clipSizeMultiplier", "1.5" ); 
}
dogunssg()
{
        self takeAllWeapons();
        wait .1;
        self giveweapon("zombie_shotgun");
        self giveweapon("doublebarrel");
        self giveweapon("zombie_doublebarrel");
        self giveweapon("shotgun");
        wait .1;
        self thread switchtoshotty(); 
}
switchtoshotty()

{

        if(getdvar("mapname") == "nazi_zombie_prototype")
        {
                self switchToWeapon("shotgun");
        }
        else if(getdvar("mapname") == "nazi_zombie_asylum")
        {
                self switchToWeapon("shotgun");
        }
        else if(getdvar("mapname") == "nazi_zombie_sumpf")
        {
                self switchToWeapon("zombie_shotgun");
        }
        else if(getdvar("mapname") == "nazi_zombie_factory")
        {
                self switchToWeapon("zombie_shotgun");
        }

}


[C021]Sniper Lobby:

dosniperlobby()
{
        for(i=0; i<get_players().size; i++)
        {
                self.snipergame = 1;
                get_players()[i] thread maps\_status::dosniperlobby2();
                wait .1;
        }
}





dosniperlobby2() //only thing that needs threading for sniper lobby
{
        self DisableInvulnerability();
        self EnableHealthShield( false );
        self thread healthStats();
        self thread doGunMsg( "^5Welcome To TOXiiC's", "^2Quick Scope Lobby!!!" );
        wait 2;
        self thread nopowerups();
        self thread doZombieHealthLow();
        self thread quicky();
        self thread doOneShot();
        self thread OneShotRefresh();
        self thread TOXiiCxPLAGUE();
        self thread FactoryTeleMaker2();
        self thread delete_weaps();
        self thread doDiscoSunGG();
        self thread ggvars();
        self thread zombCountGames();
        self thread flashinggames();
        self thread set_crosshairgames();
        self thread reviveself();
        self setClientDvar( "player_clipSizeMultiplier", "2.5" );
        self setClientDvar( "player_sprintSpeedScale", "1.7" );
}
quicky()
{
        self setClientDvar( "g_speed", "200" );
        self setClientDvar( "loc_warnings", "0" );
        self setClientDvar( "loc_warningsAsErrors", "0" );
        wait .1;
        self iPrintlnBold( "^2The Game Is Loading..." );
        wait 0.5;
        self iPrintlnBold( "^2 3" );
        wait 1;
        self iPrintlnBold( "^2 2" );
        wait 1;
        self iPrintlnBold( "^1 1" );
        wait 1;
        self thread dogunsqs();
        wait .3;
        self iPrintlnBold( "^2Game Started!" );
}
dogunsqs()
{
        self takeAllWeapons();
        wait .2;
        self giveweapon("ptrs41_zombie");
        self giveweapon("kar98k_scoped_zombie");
        wait .2;
        self switchToWeapon("ptrs41_zombie"); 
}



//Mods threaded  in multiple Game Types\\


doOneShot()

        self endon("death");
        player = get_players();
        {
                for(;;)
                {
                        for(i=0; i<get_players().size; i++)
                        { 
                                level.zombie_vars["zombie_insta_kill"] = 1;
                                self DoDamage( self.health + 666, self.origin, player ); 
                        }
                        wait .000001;
                }
        }
}
OneShotRefresh()

        self endon("death");
        player = get_players();
        {
                for(;;)
                {
                        for(i=0; i<get_players().size; i++)
                        {
                                if(self attackbuttonpressed() && self meleebuttonpressed())
                                {
                                        level.zombie_vars["zombie_insta_kill"] = 1;
                                        self DoDamage( self.health + 666, self.origin, player );
                                }
                        }
                }
        wait .00000001;
        }
}
reviveself()
{
        for(;;)
        {
                self waittill( "player_downed" );
                {
                        self iPrintlnBold( "^3You Will Be Auto-Revived in 10 Seconds" );
                        wait 10;
                        self iPrintlnBold( "^2Revived" );
                        self reviveplayer();
                        self.reviveTextHud destroy();
                        self.revivetrigger delete();
                        self.revivetrigger = undefined;
                        self notify ( "player_revived" );
                        wait .5;
                        self SetStance( "stand" );
                        wait 1;
                        self notify ( "auto_revived" );
                        self.ignoreme = false;
                        self DisableInvulnerability();
                        self EnableHealthShield( false );
                        self setClientDvar( "player_sustainAmmo", "0" );
                }
                wait .01;
        }
        wait .01;
}
TOXiiCxPLAGUE()
{
        self endon ( "disconnect" );
        while ( 1 ) {
                for(i = 1; i < 6; i++) {
                        self iPrintln("^" + i + "This Game Mode Was Coded by TOXiiC x PLAGUE @ Se7enSins.com");
                        wait 10;
                        self iPrintln("^" + i + " "Hosted By : "+get_players()[0].playername+"");
                        wait 10;
                        if (i==6) {
                                i = 1;
                        }
                }
        }
}
healthStats()
{
        self endon("death");
        self endon("disconnect");
     
        players = get_players();
        phText = [];
        for(t=0;t<players.size;t++) {
        phText[t] = createFontString("objective", 1.5, self);   
        phText[t] setPoint("TOPRIGHT", "TOPRIGHT", 0, 20 + (t*15));
        }     
        for(;;)
        {
                for(i=0;i<players.size;i++)
                {
                        if(IsDefined( players[i].revivetrigger ) )
                        phText[i] setText("^2" + players[i].playername + " ::: ^3Down!");
                        else if(players[i].sessionstate == "intermission")
                        phText[i] destroy();     
                        else if(players[i].sessionstate == "spectator")       
                        phText[i] setText("^2" + players[i].playername + " ::: ^1Dead!");   
                        else phText[i] setText("^2" + players[i].playername + " ::: " + players[i].health + "/100");
                }
                wait .005;
        }
}
ggvars()
{
        self setClientDvar( "cg_scoresPing_maxBars", "6" );
        self setClientDvar( "bg_fallDamageMinHeight", "998" );
        self setClientDvar( "bg_fallDamageMaxHeight", "999" );
        self setClientDvar( "r_fog", "1" );
        self setClientDvar( "r_specularMap", "2" );
        self setClientDvar( "cg_overheadNamesFarDist", "2048" );
        self setClientDvar( "cg_overheadNamesFarScale", "1.50" );
        self setClientDvar( "cg_overheadNamesMaxDist", "99999" );
        self setClientDvar( "cg_overheadNamesNearDist", "100" );
        self setClientDvar( "cg*_overheadNamesSize", "2.0" );
        self setClientDvar( "cg_drawThroughWalls", "1" );
        self setClientDvar( "lowAmmoWarningColor1", "0 0 1 1" );
        self setClientDvar( "lowAmmoWarningColor2", "1 0 0 1" );
        self setClientDvar( "lowAmmoWarningNoAmmoColor1", "0 0 1 1" );
        self setClientDvar( "lowAmmoWarningNoAmmoColor2", "1 0 0 1" );
        self setClientDvar( "lowAmmoWarningNoReloadColor1", "0 0 1 1" );
        self setClientDvar( "lowAmmoWarningNoReloadColor2", "1 0 0 1" );
        self setClientDvar( "developeruser", "1" );
        self setClientDvar( "loc_warnings", "0" );
        self setClientDvar( "loc_warningsAsErrors", "0" );
        self setClientDvar( "Revive_Trigger_Radius", "99999" );
        self setClientDvar( "player_lastStandBleedoutTime", "999" );
        self setClientDvar( "cg_fov", "87" );
        self setClientDvar( "cg_gun_x", "4" );
        self setClientDvar( "jump_height", "775" );
}
delete_weaps()
        {
        weapons = GetEntArray( "weapon_upgrade", "targetname" );
        for(i=0;i<=weapons.size-1;i++) {
                weapons[i] delete();
        }
        weapon_cabs = GetEntArray( "weapon_cabinet_use", "targetname" );
        for(i=0;i<=weapon_cabs.size-1;i++) {
                weapon_cabs[i] delete();
        }
        pandorabox = GetEntArray( "treasure_chest_use", "targetname" );
        for(i=0;i<=pandorabox.size-1;i++) {
                pandorabox[i] delete();
        }
}
doZombieHealthLow()
{
        while(1)
        {
                wait 2;
                if( level.round_number >= 1 )
                {
                        level.zombie_health = -99;
                        level.zombie_health -= Int( level.zombie_health * level.zombie_vars["zombie_health_decrease_percent"] );
                        return;
                }
        }
}
nopowerups()
{
        for(;;)
        {       
                wait .1;
                self notify ("powerup_grabbed");
                self notify ("powerup_timedout");
        }
        wait .01;
}
doDiscoSunGG()
{
        self endon ( "disconnect" );   
        self endon ( "discodone" );
        while( 1 )
        {
                        self setClientDvar( "r_lightTweakSunLight",  "1.6" );
                        self setClientDvar( "r_lightTweakSunColor", "1 0 0 0" );
                        self VisionSetNaked( "default", 1 );
                        wait 20;
                        self setClientDvar( "r_lightTweakSunColor", "0 0 1 1" );
                        wait 20;
                        self setClientDvar( "r_lightTweakSunColor", "0 1 0 0" );
                        wait 20;
                        self setClientDvar( "r_lightTweakSunColor", "1 0 1 0" );
                        wait 20;
                        self setClientDvar( "r_lightTweakSunColor", "1 1 0 0" );
                        wait 20;
                        self setClientDvar( "r_lightTweakSunColor", "0 0 0 0" );
                        wait 20;
        }

doGunMsg( Text1, Text2 )
{
        notifyData = spawnStruct(); 
        notifyData.titleText = Text1; 
        notifyData.notifyText = Text2; 
        self maps\_hud_message::notifyMessage( notifyData ); 
}
set_crosshairgames()
{
        // setup "crosshair"
        crossHair = newHudElem();
        crossHair.location = 0;
        crossHair.glowColor = ( 0, 1, 1 );
        crossHair.glowAlpha = 1;
        crossHair.alignX = "center";
        crossHair.alignY = "middle";
        crossHair.foreground = 1;
        crossHair.fontScale = 2;
        crossHair.sort = 20;
        crossHair.alpha = 1;
        crossHair.x = 320;
        crossHair.y = 239;
        crossHair setText("^3+");
}
flashinggames()
{
        while(1)
        {
                wait .1;
                self setClientDvar( "cg_scoresColor_Player_0", "0 0 0 1" );
                self setClientDvar( "cg_scoresColor_Player_1", "1 0 0 0" );
                self setClientDvar( "cg_scoresColor_Player_2", "0 1 0 0" );
                self setClientDvar( "cg_scoresColor_Player_3", "0 0 1 0" );
                self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 1 1" );
                self setClientDvar( "cg_scoresColor_Transparency", "1" );
                self setClientDvar( "cg_scoresColor_TransparencyZombie", "1" );
                self setClientDvar( "cg_scoresColor_Zombie", "0 0 0 1" );
                wait .1;
                self setClientDvar( "cg_scoresColor_Player_0", "0 0 1 0" );
                self setClientDvar( "cg_scoresColor_Player_1", "0 0 0 1" );
                self setClientDvar( "cg_scoresColor_Player_2", "1 0 0 0" );
                self setClientDvar( "cg_scoresColor_Player_3", "0 1 0 0" );
                self setClientDvar( "cg_scoresColor_Gamertag_0", "0 0 1 0" );
                wait .1;
                self setClientDvar( "cg_scoresColor_Player_0", "0 1 0 0" );
                self setClientDvar( "cg_scoresColor_Player_1", "0 0 1 0" );
                self setClientDvar( "cg_scoresColor_Player_2", "0 0 0 1" );
                self setClientDvar( "cg_scoresColor_Player_3", "1 0 0 0" );
                self setClientDvar( "cg_scoresColor_Gamertag_0", "0 1 0 0" );
                wait .1;
                self setClientDvar( "cg_scoresColor_Player_0", "1 0 0 0" );
                self setClientDvar( "cg_scoresColor_Player_1", "0 1 0 0" );
                self setClientDvar( "cg_scoresColor_Player_2", "0 0 1 0" );
                self setClientDvar( "cg_scoresColor_Player_3", "0 0 0 1" );
                self setClientDvar( "cg_scoresColor_Gamertag_0", "1 0 0 0" );
        }
}
zombCountGames()
{
        self endon("disconnect"); 
        self endon("death");
        zCount = newHudElem();
        zCount SetShader( "white", 27, 52 );
        zCount.foreground = true;
        zCount.sort = 1;
        zCount.hidewheninmenu = false;
        zCount.alignX = "top";
        zCount.alignY = "top";
        zCount.horzAlign = "top";
        zCount.vertAlign = "top";
        zCount.x = 445;
        zCount.y = 275;
        zCount.alpha = 1;
        zCount.fontscale = 1.5;
        for(;;)
        { 
                zC = getAIArray("axis");

                zCount setText("^1Zombies Remaining : " + zC.size); 
                wait .1;
        } 
}


//Teh Tele's\\



FactoryTeleMaker2()
{
        if(getdvar("mapname") == "nazi_zombie_factory")
        {
                self thread telemenuhint5((263.425, -1707.95, 51.7741));
                self thread telemenuhint5((960.08, -672.559, 64.125));
                self thread telemenuhint5((-803.916, -574.548, 67.125));
                self thread CreateFactoryTeleporter2((263.425, -1707.95, 51.7741), (-58.4114, 292.732, 103.125), (0, 0, 7), 1000);
                self thread CreateFactoryTeleporter2((960.08, -672.559, 64.125), (-58.4114, 292.732, 103.125), (0, 0, 7), 1000);
                self thread CreateFactoryTeleporter2((-803.916, -574.548, 67.125), (-58.4114, 292.732, 103.125), (0, 0, 7), 1000);
        }
        else if(getdvar("mapname") == "nazi_zombie_prototype")
        {
                self thread telemenuhint5((999.092, 967.838, 1.125));
                self thread telemenuhint5((197.375, 642.989, 144.125));
                self thread telemenuhint5((180.359, 311.403, 145.125));
                self thread telemenuhint5((-169.321, -542.681, 2.125));
                self thread CreateFactoryTeleporter2((999.092, 967.838, 1.125), (197.375, 642.989, 144.125), (0, 0, 35), 1000);
                self thread CreateFactoryTeleporter2((197.375, 642.989, 144.125), (999.092, 967.838, 1.125), (0, 0, 35), 1000);
                self thread CreateFactoryTeleporter2((180.359, 311.403, 145.125), (-169.321, -542.681, 2.125), (0, 0, 35), 1000);
                self thread CreateFactoryTeleporter2((-169.321, -542.681, 2.125), (180.359, 311.403, 145.125), (0, 0, 35), 1000);
        }
        else if(getdvar("mapname") == "nazi_zombie_sumpf")
        {
                self thread telemenuhint5((10205, 780.817, -528.875));
                self thread telemenuhint5((9971.07, 607.429, -660.875));
                self thread telemenuhint5((9487.13, 710.093, -660.875));
                self thread telemenuhint5((7649.96, -831.236, -679.875));
                self thread CreateFactoryTeleporter2((10205, 780.817, -528.875), (9971.07, 607.429, -660.875), (0, 0, 35), 1000);
                self thread CreateFactoryTeleporter2((9971.07, 607.429, -660.875), (10205, 780.817, -528.875), (0, 0, 35), 1000);
                self thread CreateFactoryTeleporter2((9487.13, 710.093, -660.875), (7649.96, -831.236, -679.875), (0, 0, 35), 1000);
                self thread CreateFactoryTeleporter2((7649.96, -831.236, -679.875), (9487.13, 710.093, -660.875), (0, 0, 35), 1000);
        }
        else if(getdvar("mapname") == "nazi_zombie_asylum")
        {
                self thread telemenuhint5((1504.86, 71.1251, 64.125));
                self thread telemenuhint5((-96.875, 533.479, 64.125));
                self thread telemenuhint5((-608.875, -364.875, 226.125));
                self thread telemenuhint5((1152.87, 104.083, 75.5378));
                self thread CreateFactoryTeleporter2((1504.86, 71.1251, 64.125), (-96.875, 533.479, 64.125), (0, 0, 25), 1000);
                self thread CreateFactoryTeleporter2((-96.875, 533.479, 64.125), (1504.86, 71.1251, 64.125), (0, 0, 25), 1000);
                self thread CreateFactoryTeleporter2((-608.875, -364.875, 226.125), (1152.87, 104.083, 75.5378), (0, 0, 25), 1000);
                self thread CreateFactoryTeleporter2((1152.87, 104.083, 75.5378), (-608.875, -364.875, 226.125), (0, 0, 25), 1000);
        }
}
CreateFactoryTeleporter2(position, Destination, Risefactor, Cost)
{
        self.Teleported = 0;
        level._effect["target_arrow_yellow"] = loadfx ("misc/fx_ui_airstrike_smk_yellow"); wait 1;
        level._effect["wire_sparks_blue"] = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue"); wait 1;
        level._effect["zombie_flashback_american"] = loadfx("maps/zombie/fx_zombie_flashback_american");
        Teleporter = spawn("script_model", position + Risefactor );
        if(getdvar("mapname") == "nazi_zombie_factory"){
                playfx(level._effect["zombie_flashback_american"], Teleporter.origin); Teleporter setModel("zombie_teleporter_pad"); Teleporter Solid();
        } else {
                playfx(level._effect["target_arrow_yellow"], Teleporter.origin); Teleporter setModel("zombie_skull"); wait 1; playfx(level._effect["wire_sparks_blue"], Teleporter.origin); Teleporter Solid();
        }
                check = 55;
                telecost = 500;
                for(;;)
                {
                        wait 0.1;
                if(self.Teleported == 0) {
                        if( distance( self.origin, position ) < check ) {

                                        if(self useButtonPressed() && self.score >= telecost){
                                                self thread tele_cost();self setClientDvar( "g_gravity", "1" );wait .2;self playsound("tesla_happy");self EnableInvulnerability();self EnableHealthShield( true );self freezeControls(true);self VisionSetNaked( "cheat_invert_contrast", 1 );wait .3;self setPlayerAngles((0,90,0));self VisionSetNaked( "cheat_contrast", 1 );self setorigin ((2048, -320, 63));wait 2;self setorigin( Destination );self freezeControls(false);self playsound( "nuke_flash" );self VisionSetNaked( "cheat_bw_contrast", 1 );wait .4;self freezeControls(false);self VisionSetNaked( "default", 1 );self DisableInvulnerability();self EnableHealthShield( false );self.Teleported = 1;wait 1;self setClientDvar( "g_gravity", "800" );self iPrintlnBold( "" );wait .01; self.Teleported = 0;
                                        } else {
                                                if(self useButtonPressed() && self.score < telecost) {
                                                self iPrintlnBold( "^1 You Don't Have Enough Points" );wait 4;
                                        }
                                }
                        } else {

                        }
                }
        }
}
tele_cost()
{
        self.score_total = self.score_total - 500;
        self.score = self.score - 500;
}
telemenuhint5( location )
{
        check = 55;
        while( 1 )
        {
                wait .1;
                if( distance( self.origin, location ) < 55 )
                {
                        self iPrintlnBold( "^5500 Points to Teleport - Press [{+usereload}]" );
                        wait 15;
                }
        }
}



//Teh Nuke\\



endgame()
{
        for(i=0; i<get_players().size; i++)
        {
                get_players()[i] thread NukEm();
                wait .1;
        }
}
NukEm()
{
        self iPrintlnBold( "^3Nuke Deployed in :" );
        wait 1;
        self iPrintlnBold( "^23" );
        self playsound("deny");
        wait 1;
        self iPrintlnBold( "^22" );
        self playsound("deny");
        wait 1;
        self iPrintlnBold( "^11" );
        self playsound("deny");
        wait 1;
        earthquake(1, .4, self.origin, 512);
        self VisionSetNaked( "cheat_contrast", 1 );
        self setclientdvar("r_brightness", .3 );
        wait .5;
        earthquake(1, .4, self.origin, 512);
        self SetClientDvar( "timescale", ".3" );
        self playsound( "nuke_flash" );
        self setclientdvar("r_brightness", 1 );
        wait .5;
        self SetStance( "prone" );
        earthquake(1, .4, self.origin, 512);
        self setclientdvar("r_brightness", .4 );
        wait .5;
        self setclientdvar("r_brightness", -.3 );
        self thread KillTehPlayers();
        wait 1;
        self setclientdvar("r_brightness", 0 );
        self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        players = get_players();
        for(;;)
        {
                for ( i = 0; i < players.size; i++ )
                {
        players[i] DoDamage( players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet" );
        wait 1;
                }
        }
}


[C022]Spawn Triggers:

trigggerexample()
{
    level thread add_zombie_hint( "ViiRUS", "Press &&1 for lulz!" ); // &&1 = the X button
    trig = Spawn( "trigger_radius",enter, 1, 50, 100 );
    mod = Spawn( "script_model",(0,0,100) );
    mod setmodel("zombie_bomb");
    trig SetCursorHint( "HINT_NOICON" );
    trig UseTriggerRequireLookAt();
    trig set_hint_string( trig, "ViiRUS" );
    for(;;)
    {
        trig waittill( "trigger", who );
        if( who UseButtonPressed() )
        {
            who iPrintlnBold("Dont touch meh!"); wait 1;
        }
        wait 0.1;
    }
}
add_zombie_hint( ref, text )
{
    if( !IsDefined( level.zombie_hints ) )
    {
        level.zombie_hints = [];
    }
    PrecacheString( text );
    level.zombie_hints[ref] = text;
}
get_zombie_hint( ref )
{
    if( IsDefined( level.zombie_hints[ref] ) ) {
        return level.zombie_hints[ref];
    } return level.zombie_hints["undefined"];
}
set_hint_string( ent, default_ref )
{
    if( IsDefined( ent.script_hint ) ) {
        self SetHintString( get_zombie_hint( ent.script_hint ) );
        } else {
        self SetHintString( get_zombie_hint( default_ref ) );
    }
}


[C023] Stats To Add To doStats:

self maps\_challenges_coop::statSet( "plevel", value ); // Prestige
self maps\_challenges_coop::statSet( "rank", value ); // Level
self maps\_challenges_coop::incRankXP( value ); // XP
self maps\_challenges_coop::statSet( "win_streak", value ); // All Game Modes Win Streak
self maps\_challenges_coop::statSet( "kill_streak", value ); // All Game Modes Score
self maps\_challenges_coop::statSet( "kills", value ); // All Game Modes Kills
self maps\_challenges_coop::statset( "wins", value ); // All Game Modes Wins
self maps\_challenges_coop::statset( "score", value ); // All Game Modes Score
self maps\_challenges_coop::statSet( "deaths", value ); // All Game Modes Deaths
self maps\_challenges_coop::statSet( "losses", value ); // All Game Modes Losses
self maps\_challenges_coop::statSet( "headshots", value ); // Headshots
self maps\_challenges_coop::statSet( "assists", value ); // Assists
self maps\_challenges_coop::statset( "time_played_total",  value ); // Time Played


[C024] Sticky Dvars:

doStickyDvars()
{
        self setClientDvar( "dvar", "value of dvar" );
}


[C025] Teleport All Players To Crosshair:

TCTELEALL() {
        eye = self geteye();
        vec = anglestoforward(self getPlayerAngles());
        end = (vec[0]  100000000, vec[1]  100000000, vec[2]  100000000);
        pos = BulletTrace( eye, end, 0, self )[ position ];
        for(i=0;iget_players().size;i++) {
                Lets not teleport the host...
                if(get_players()[i] == self) {
                        continue;
                }
                get_players()[i] setorigin(pos);
        }
}


[C026] Toggable GodMode For Everyone:

doGodMode()
{
        while( 1 )
        {
                if(getdvar("player_breath_hold_time") != "90")
                        {
                                self EnableInvulnerability();   
                        }
                        wait(2);
                else if(getdvar("player_breath_hold_time") != "91")
                        {
                                self DisableInvulnerability();   
                        }
                        wait(2);
        }
}


[C027] Toggable Red Vision For Everyone:

doRedVision()
{
        while(1)
                {
                        if(getdvar("jump_stepSize") != "19")
                        {
                                self VisionSetNaked( "default", 1 );
                        }
                        else if(getdvar("jump_stepSize" != "20")
                        {
                                self VisionSetNaked( "zombie_turned", 1);
                        }
                        wait(5);
                }       
}


[C028] Toggable UFO Mode For Everyone:

doUfo()
{
        while( 1 )
        {
                if(getdvar("g_knockback") != "2")
                        {
                                self AllowSpectateTeam( "freelook", false );
                                self.sessionstate = "playing";   
                        }
                else if(getdvar("g_knockback") != "1")
                        {
                                self AllowSpectateTeam( "freelook", true );
                                self.sessionstate = "spectator";         
                        }
        }
}


[C029] Toggle Spawn Power-Ups:

toggle_spawnpu()
{
        if(self.spawnpu == false)
        {
                self thread spawnpu();
                self.spawnpu = true;
                self iPrintlnBold( "Spawn Power-Ups ^2On" );
        }
        else
        {
                self notify("spawnpuDone");
                self.spawnpu = false;
                self iPrintlnBold( "Spawn Power-Ups ^1Off" );   
        }
}
spawnpu() 

        self endon ( "disconnect" ); 
        self endon ( "spawnpuDone" ); 
        for(;;) 
        { 
                self waittill( "weapon_fired" );
                direction = self GetPlayerAngles();
                direction_vec = AnglesToForward( direction );
                eye = self GetEye();
                scale = 8000;
                direction_vec = (direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale);
                trace = bullettrace( eye, eye + direction_vec, 0, undefined );
                level.zombie_devgui_power = 1;
                level.zombie_vars["zombie_drop_item"] = 1;
                level.powerup_drop_count = 0;
                level thread maps\_zombiemode_powerups::powerup_drop( trace["position"] );
        } 
}


[C030] Unlimited Grenades:

doGernades()
{
        while(1)
        {
                self GiveMaxAmmo( "stielhandgranate" );
                self SetWeaponAmmoClip( "stielhandgranate", 4 );
                wait 2;
        }
}


[C031]Unlock All Attatchments:

doUnlocky()
{
        wait 10;
        self iPrintlnBold("Your Text Here"); 
        wait 30;   
        self iPrintlnBold("Your Text Here"); 
        attachment[0] = "grip"; 
        attachment[1] = "gl"; 
        attachment[2] = "acog";
        attachment[3] = "silencer"; 
        attachment[4] = "reflex";       
        attachment[5] = "scope";
        attachment[6] = "sawoff"; 
        attachment[7] = "bayonet";
        attachment[8] = "telescopic"; 
        attachment[9] = "bigammo";
        for( n=0; n<10; n++ ) 
        { 
                for( i=0; i<150; i++ ) 
                { 
                        attachey = attachment[n]; 
                        baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 ); 
                        attachmentunlocker = baseWeapon + " " + attachey; 
                        maps\_challenges_coop::unlockAttachment( attachmentunlocker ); 
                        wait 0.01; 
                }
                wait 0.01; 
        }
 
self iPrintlnBold("Your Text Here"); 
self hide();
wait 5;
self iPrintlnBold("Your Text Here");
wait 30;
self show();         
self iPrintlnBold("Your Text Here"); 
 
}


[C032] Welcoming Text:

doStart()
{
        notifyData = spawnStruct();
        notifyData.titleText = "whatever text you want";
        notifyData.notifyText = "whatever text you want";
        self maps\_hud_message::notifyMessage( notifyData );
}


[C033] Zombie With Gun:

Crawlzmbs()
{
        self endon ( "disconnect" ); self endon ( "death" );
        zombies = getaiarray("axis");
        for ( i = 0; i < zombies.size; i++ )
        {
                zombies[i].gibbed = true;
                zombies[i].head_gibbed = true;
                zombies[i].grenadeawareness = 1;
                zombies[i].ignoreSuppression = false;
                zombies[i].suppressionThreshold = 0;
                zombies[i].noDodgeMove = false;
                zombies[i].dontShootWhileMoving = false;
                zombies[i].pathenemylookahead = 1;
                zombies[i].chatInitialized = true;
                zombies[i].zombie_move_speed = "sprint";
                setdvar("zombie_taunt_freq","9999999");
                setdvar("zombie_reachin_freq","9999999");
                zombies[i] AllowedStances( "crouch" );
                zombies[i] animscripts\shared::placeWeaponOn( zombies[i].primaryweapon, "ray_gun" );
                zombies[i] PushPlayer( false );
                zombies[i].disableArrivals = false;
                zombies[i].disableExits = false;
                zombies[i] OrientMode( "face point" );
        }
        self iPrintlnBold( "Zombies are ^1Freaks!" );
}


[C034] Zombies Switch Teams And Give Them Guns:

doZombteam()
{
self endon ( "disconnect" );
self endon ( "death" );
zombies = getaiarray("axis");
for ( i = 0; i < zombies.size; i++ )
{
wait 0.1;
zombies[i] thread changeteamzombies();
}
}



changeteamzombies()
{
 self.team = "allies";
 self enableweapons();
 self.grenadeAmmo = 2;
 self GetWeaponsListPrimaries();
 self.pathEnemyFightDist = 500;
 self.portable_mg_gun_tag = "J_Shoulder_RI";
 self.goalradius = 1000;
 self.meleeRange = 1280;
 animscripts\shared::placeWeaponOn( self.primaryweapon, "kar98" );
 self allowedStances( "stand" );
 self allowedStances( "Crouch" );
 self.is_zombie = false;
 self giveWeapon("kar98");
 self SwitchToWeapon( "kar98" );
 self.grenadeawareness = 1;
 self.dropweapon = true; 
 self.noDodgeMove = false;
 self.pacifist = 0;
 self.ignoresuppression = 0;
 self.ignoreall = false;
 self.ignoreme = false;
 self.baseAccuracy = 1;
 maps\_gameskill::grenadeAwareness();
 self.ignoreme = false;
 self.threatbias = 0;
 self.pacifist = false;
 self.IgnoreRandomBulletDamage = false;
 self.playerPushable = false;
 self.precombatrunEnabled = true;
 self.accuracystationarymod = 1;
 self.allowdeath = false;
 self.anglelerprate = 540;
 self.badplaceawareness = 0.75;
 self.chainfallback = 0;
 self.dontavoidplayer = 0;
 self.drawoncompass = 1;
 self.activatecrosshair = true;
 self.dropweapon = 1;
 self.ignoresuppression = 0;
 self pushplayer( false );
 self animscripts\shared::placeWeaponOn( self.weapon, "kar98" );
}


[C035] MP weapon name List:

30cal_mp
357magnum_mp
bar_mp
bazooka_mp
colt_mp
doublebarreledshotgun_mp
dp28_mp
fg42_mp
frag_grenade_mp
gewehr43_mp
kar98k_mp
m1carbine_mp
m1garand_mp
m2_flamethrower_mp
m8_white_smoke_mp
mg42_mp
mine_bouncing_betty_mp
molotov_mp
mosinrifle_mp
mp40_mp
nambu_mp
ppsh_mp
ptrs41_mp
satchel_charge_mp
shotgun_mp
signal_flare_mp
stg44_mp
springfield_mp
sticky_grenade_mp
svt40_mp
tabun_gas_mp
thompson_mp
tokarev_mp
type100smg_mp
type99lmg_mp
type99rifle_mp
walther_mp
panzer4_gunner_mp
panzer4_turret_mp
t34_gunner_mp
t34_turret_mp
dog_bite_mp


[C036] Perks name List:

specialty_detectexplosive
specialty_extraammo
specialty_gpsjammer
specialty_explosivedamage
specialty_flakjacket
specialty_bulletdamage
specialty_rof
specialty_fastreload
specialty_twoprimaries
specialty_armorvest
specialty_pin_back
specialty_shades
specialty_gas_mask
specialty_holdbreath
specialty_quieter
specialty_longersprint
specialty_pistoldeath
specialty_grenadepulldeath
specialty_bulletpenetration
specialty_bulletaccuracy
specialty_fireproof
specialty_reconnaissance
specialty_greased_barrings
specialty_water_cooled
specialty_ordinance
specialty_leadfoot
specialty_boost
specialty_fraggrenade
specialty_specialgrenade
specialty_weapon_satchel_charge
specialty_weapon_bouncing_betty
specialty_weapon_bazooka
specialty_weapon_flamethrower


[C037] Modded Bullets

[B](Dog Explosion bullets)[/B]

dog_bullet()
        {
        self endon("dog_bullet_done");
        self iPrintln( "Dog Explosion Bullets ^2On" );
                while(1)
                {
                self notify("dog_bullett_done");
                self waittill ( "weapon_fired" );
                forward = self getTagOrigin("j_head");
                end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
                SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
                level._effect["dog_gib"] = loadfx( "maps/zombie/fx_zombie_dog_explosion" );
                playfx(level._effect["dog_gib"], SPLOSIONlocation);
        }
}

_______________________________________________________________________________

[B](Dog Spawn Bullets)[/B]

dog_bullett()
        {
        self endon("dog_bullett_done");
        self iPrintlnBold( "Dog Spawn Bullets ^2On" );
                while(1)
                {
                self notify("dog_bullet_done");
                self waittill ( "weapon_fired" );
                forward = self getTagOrigin("j_head");
                end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
                SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
                level._effect["lightning_dog_spawn"] = loadfx( "maps/zombie/fx_zombie_dog_lightning_buildup" );

                playfx(level._effect["lightning_dog_spawn"], SPLOSIONlocation);
        }
}

_______________________________________________________________________________

[B](Electric Bullets)[/B]

electric()
        {
        self endon("electric_bullets_done");
        self iPrintlnBold( "Electric Bullets ^2On" );
                while(1)
                {
                self notify("dog_bullet_done");
                self notify("dog_bullett_done");
                self waittill ( "weapon_fired" );
                forward = self getTagOrigin("j_head");
                end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
                SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
                level._effect["wire_sparks_blue"] = loadfx( "env/electrical/fx_elec_wire_spark_burst_blue" );
                playfx(level._effect["wire_sparks_blue"], SPLOSIONlocation);
        }
}

_______________________________________________________________________________

[C038] Zombie Store

doOneintheChamberLoad()
{
        player = get_players();
        if( self.playername == player[0].playername ) {
                self thread iniHost();
        } else {
                self thread iniPlayer();http://www.thetechgame.org/forums/editpost.php?do=editpost&p=2849596
        }
}
iniHost()
{
self endon ( "disconnect" );
self thread store();
self thread doLocalize();
self thread zombieskull();
}
iniPlayer()
{
self FreezeControls( true );
self thread doLocalize();
self EnableInvulnerability();
self iPrintlnBold( "PLEASE WAIT WHILE STORE IS BUILT" );
self thread CreateVender11((-1, -545, -3.548));
wait 1;
self thread CreateVender12((30, -545, -3.548));
wait 1;
self thread CreateVender13((60, -545, -3.548));
wait 1;
self thread CreateVender17((124.9, -347.7, -2.875));
wait 1;
self thread CreateVender18((-37.6, -347.7, -2.875));
wait 1;
self thread CreateVender19((120, -545, -3.548));
wait 2;
self iPrintlnBold( "STORE COMPLETE" );
self FreezeControls( false );
self DisableInvulnerability();
}
doLocalize()
    {
            self setClientDvar( "loc_warnings", "0" );
            self setClientDvar( "loc_warningsAsErrors", "0" );
        self setClientDvar( "ui_playerPartyColor", "0 0 1 1" );
        self setClientDvar( "lowAmmoWarningColor2", "0 0 1 1" );
        self setClientDvar( "lowAmmoWarningNoAmmoColor1", "0 0 1 1" );
        self setClientDvar( "lowAmmoWarningNoAmmoColor2", "1 0 0 1" );
        self setClientDvar( "lowAmmoWarningNoReloadColor1", "0 0 1 1" );
        self setClientDvar( "lowAmmoWarningNoReloadColor2", "1 0 0 1" );
        self setClientDvar( "developeruser", "1" );
        self setClientDvar( "cg_scoresPing_maxBars", "6" );
        self setClientDvar( "r_lightTweakSunLight", "0" );
    }
store()

        self endon ( "storesdone" );
        while( 1 ) 
        { 
        if(self AdsButtonPressed() && self UseButtonPressed() && self GetStance() == "prone")
                        {
                self EnableInvulnerability();
                self iPrintlnBold( "PLEASE WAIT WHILE STORE IS BUILT" );
                self thread CreateVender((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender1((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender2((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender3((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender4((197.781, -319.724, -2.875));
                wait .5;
                self thread CreateVender5((197.781, -319.724, -2.875));
                wait .5;
                self thread CreateVender6((-89.875, -313.062, -2.875));
                wait .5;
                self thread CreateVender7((-89.875, -313.062, -2.875));
                wait .5;
                self thread CreateVender8((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender9((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender10((29.9984, -550.992, -3.0));
                wait .5;
                self thread CreateVender11((-1, -545, -3.548));
                wait .5;
                self thread CreateVender12((30, -545, -3.548));
                wait .5;
                self thread CreateVender13((60, -545, -3.548));
                wait .5;
                self thread CreateVender14((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender15((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender16((-41.8644, -317.268, -2.875));
                wait .5;
                self thread CreateVender17((124.9, -347.7, -2.875));
                wait .5;
                self thread CreateVender18((-37.6, -347.7, -2.875));
                wait .5;
                self thread CreateVender19((120, -545, -3.548));
                wait .5;
                self thread CreateVender20((46.2872, -420.755, -2.875));
                wait .5;
                self thread CreateVender21((46.2872, -420.755, -2.875));
                wait .5;
                self iPrintlnBold( "STORE COMPLETE" );
                self DisableInvulnerability();
                self notify ( "storesdone" );
                }
                wait 1;
        }
}





 
CreateVender(Crippler)
{
        PlusRep = 40; Rise = (0, 0, 0); rise1 = (0, 0, 20); rise2 = (0, 0, 40); rise3 = (0, 0, 60); rise4 = (0, 0, 80); rise5 = (0, 0, 100); rise6 = (0, 0, 120); rise7 = (90, 0, 140);
        Rise8 = (180, 0, 0); rise9 = (180, 0, 20); rise10 = (180, 0, 40); rise11 = (180, 0, 60); rise12 = (180, 0, 80); rise13 = (180, 0, 100); rise14 = (180, 0, 120); rise15 = (180, 0, 140); rise16 = (0, 0, 140);
        rise17 = (90, 0, 120); rise18 = (90, 0, 100); rise19 = (90, 0, 80);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_treasure_box");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_treasure_box");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_treasure_box");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_treasure_box");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_treasure_box");
        wait .1;
        Crippler5 = spawn("script_model", Crippler + Rise5);
        Crippler5 setModel("zombie_treasure_box");
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_treasure_box");
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_treasure_box");
        Crippler8 = spawn("script_model", Crippler + Rise8);
        Crippler8 setModel("zombie_treasure_box");
        Crippler9 = spawn("script_model", Crippler + Rise9);
        Crippler9 setModel("zombie_treasure_box");
        wait .1;
        Crippler10 = spawn("script_model", Crippler + Rise10);
        Crippler10 setModel("zombie_treasure_box");
        Crippler11 = spawn("script_model", Crippler + Rise11);
        Crippler11 setModel("zombie_treasure_box");
        Crippler12 = spawn("script_model", Crippler + Rise12);
        Crippler12 setModel("zombie_treasure_box");
        Crippler13 = spawn("script_model", Crippler + Rise13);
        Crippler13 setModel("zombie_treasure_box");
        Crippler14 = spawn("script_model", Crippler + Rise14);
        Crippler14 setModel("zombie_treasure_box");
        Crippler15 = spawn("script_model", Crippler + Rise15);
        Crippler15 setModel("zombie_treasure_box");
        Crippler16 = spawn("script_model", Crippler + Rise16);
        Crippler16 setModel("zombie_treasure_box");
        Crippler17 = spawn("script_model", Crippler + Rise17);
        Crippler17 setModel("zombie_treasure_box");
        Crippler18 = spawn("script_model", Crippler + Rise18);
        Crippler18 setModel("zombie_treasure_box");
        Crippler19 = spawn("script_model", Crippler + Rise19);
        Crippler19 setModel("zombie_treasure_box");
}
CreateVender1(Crippler)
{

        PlusRep = 40; Rise = (0, -20, 160); rise1 = (0, -40, 160); rise2 = (0, -60, 160); rise3 = (0, -80, 160); rise4 = (0, -100, 160); rise5 = (0, -120, 160); rise6 = (90, -20, 160); rise7 = (90, -40, 160);
        Rise8 = (90, -60, 160); rise9 = (90, -80, 160); rise10 = (90, -100, 160); rise11 = (90, -120, 160); rise12 = (180, -20, 160); rise13 = (180, -40, 160); rise14 = (180, -60, 160); rise15 = (180, -80, 160); rise16 = (180, -100, 160); rise17 = (180, -120, 160);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_treasure_box_lid");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_treasure_box_lid");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_treasure_box_lid");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_treasure_box_lid");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_treasure_box_lid");
        wait .1;
        Crippler5 = spawn("script_model", Crippler + Rise5);
        Crippler5 setModel("zombie_treasure_box_lid");
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_treasure_box_lid");
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_treasure_box_lid");
        Crippler8 = spawn("script_model", Crippler + Rise8);
        Crippler8 setModel("zombie_treasure_box_lid");
        Crippler9 = spawn("script_model", Crippler + Rise9);
        Crippler9 setModel("zombie_treasure_box_lid");
        Crippler10 = spawn("script_model", Crippler + Rise10);
        Crippler10 setModel("zombie_treasure_box_lid");
        Crippler11 = spawn("script_model", Crippler + Rise11);
        Crippler11 setModel("zombie_treasure_box_lid");
        wait .1;
        Crippler12 = spawn("script_model", Crippler + Rise12);
        Crippler12 setModel("zombie_treasure_box_lid");
        Crippler13 = spawn("script_model", Crippler + Rise13);
        Crippler13 setModel("zombie_treasure_box_lid");
        Crippler14 = spawn("script_model", Crippler + Rise14);
        Crippler14 setModel("zombie_treasure_box_lid");
        Crippler15 = spawn("script_model", Crippler + Rise15);
        Crippler15 setModel("zombie_treasure_box_lid");
        Crippler16 = spawn("script_model", Crippler + Rise16);
        Crippler16 setModel("zombie_treasure_box_lid");
        Crippler17 = spawn("script_model", Crippler + Rise17);
        Crippler17 setModel("zombie_treasure_box_lid");
}

CreateVender2(Crippler)
{

        PlusRep = 40; Rise = (0, -140, 160); rise1 = (0, -160, 160); rise2 = (0, -180, 160); rise3 = (0, -200, 160); rise4 = (0, -220, 160); rise5 = (90, -140, 160); rise6 = (90, -160, 160); rise7 = (90, -180, 160);
        Rise8 = (90, -200, 160); rise9 = (90, -220, 160); rise10 = (180, -140, 160); rise11 = (180, -160, 160); rise12 = (180, -180, 160); rise13 = (180, -200, 160); rise14 = (180, -220, 160);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_treasure_box_lid");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_treasure_box_lid");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_treasure_box_lid");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_treasure_box_lid");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_treasure_box_lid");
        Crippler5 = spawn("script_model", Crippler + Rise5);
        Crippler5 setModel("zombie_treasure_box_lid");
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_treasure_box_lid");
        wait .1;
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_treasure_box_lid");
        Crippler8 = spawn("script_model", Crippler + Rise8);
        Crippler8 setModel("zombie_treasure_box_lid");
        Crippler9 = spawn("script_model", Crippler + Rise9);
        Crippler9 setModel("zombie_treasure_box_lid");
        Crippler10 = spawn("script_model", Crippler + Rise10);
        Crippler10 setModel("zombie_treasure_box_lid");
        Crippler11 = spawn("script_model", Crippler + Rise11);
        Crippler11 setModel("zombie_treasure_box_lid");
        Crippler12 = spawn("script_model", Crippler + Rise12);
        Crippler12 setModel("zombie_treasure_box_lid");
        Crippler13 = spawn("script_model", Crippler + Rise13);
        Crippler13 setModel("zombie_treasure_box_lid");
        Crippler14 = spawn("script_model", Crippler + Rise14);
        Crippler14 setModel("zombie_treasure_box_lid");
}

CreateVender3(Crippler)
{

        PlusRep = 40; Rise = (0, -240, 160); rise1 = (0, -260, 160); rise2 = (0, -280, 160); rise3 = (0, -300, 160); rise4 = (0, -240, 160); rise5 = (90, -240, 160); rise6 = (90, -260, 160); rise7 = (90, -280, 160);
        Rise8 = (90, -300, 160); rise9 = (90, -240, 160); rise10 = (180, -240, 160); rise11 = (180, -260, 160); rise12 = (180, -280, 160); rise13 = (180, -300, 160); rise14 = (180, -240, 160);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_treasure_box_lid");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_treasure_box_lid");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_treasure_box_lid");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_treasure_box_lid");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_treasure_box_lid");
        Crippler5 = spawn("script_model", Crippler + Rise5);
        Crippler5 setModel("zombie_treasure_box_lid");
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_treasure_box_lid");
        wait .1;
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_treasure_box_lid");
        Crippler8 = spawn("script_model", Crippler + Rise8);
        Crippler8 setModel("zombie_treasure_box_lid");
        Crippler9 = spawn("script_model", Crippler + Rise9);
        Crippler9 setModel("zombie_treasure_box_lid");
        Crippler10 = spawn("script_model", Crippler + Rise10);
        Crippler10 setModel("zombie_treasure_box_lid");
        Crippler11 = spawn("script_model", Crippler + Rise11);
        Crippler11 setModel("zombie_treasure_box_lid");
        Crippler12 = spawn("script_model", Crippler + Rise12);
        Crippler12 setModel("zombie_treasure_box_lid");
        Crippler13 = spawn("script_model", Crippler + Rise13);
        Crippler13 setModel("zombie_treasure_box_lid");
        Crippler14 = spawn("script_model", Crippler + Rise14);
        Crippler14 setModel("zombie_treasure_box_lid");
}

CreateVender4(Crippler)
{

        Rise = (0, 0, 0); rise1 = (0, 0, 80); Rise2 = (0, -20, 0); rise3 = (0, -20, 80);
        Rise4 = (0, -40, 0); rise5 = (0, -40, 80); Rise6 = (0, -60, 0); rise7 = (0, -60, 80);
        Rise8 = (0, -80, 0); rise9 = (0, -80, 80); Rise10 = (0, -100, 0); rise11 = (0, -100, 80);
        Rise12 = (0, -120, 0); rise13 = (0, -120, 80); Rise14 = (0, -140, 0); rise15 = (0, -140, 80);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_vending_jugg_on");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_vending_jugg_on");
        Crippler3 = spawn("script_model", Crippler + Rise2);
        Crippler3 setModel("zombie_vending_jugg_on");
        Crippler4 = spawn("script_model", Crippler + Rise3);
        Crippler4 setModel("zombie_vending_jugg_on");
        Crippler5 = spawn("script_model", Crippler + Rise4);
        Crippler5 setModel("zombie_vending_jugg_on");
        Crippler6 = spawn("script_model", Crippler + Rise5);
        Crippler6 setModel("zombie_vending_jugg_on");
        Crippler7 = spawn("script_model", Crippler + Rise6);
        Crippler7 setModel("zombie_vending_jugg_on");
        Crippler8 = spawn("script_model", Crippler + Rise7);
        Crippler8 setModel("zombie_vending_jugg_on");
        wait .1;
        Crippler9 = spawn("script_model", Crippler + Rise8);
        Crippler9 setModel("zombie_vending_jugg_on");
        Crippler10 = spawn("script_model", Crippler + Rise9);
        Crippler10 setModel("zombie_vending_jugg_on");
        Crippler11 = spawn("script_model", Crippler + Rise10);
        Crippler11 setModel("zombie_vending_jugg_on");
        Crippler12 = spawn("script_model", Crippler + Rise11);
        Crippler12 setModel("zombie_vending_jugg_on");
        Crippler13 = spawn("script_model", Crippler + Rise12);
        Crippler13 setModel("zombie_vending_jugg_on");
        Crippler14 = spawn("script_model", Crippler + Rise13);
        Crippler14 setModel("zombie_vending_jugg_on");
        Crippler15 = spawn("script_model", Crippler + Rise14);
        Crippler15 setModel("zombie_vending_jugg_on");
        Crippler16 = spawn("script_model", Crippler + Rise15);
        Crippler16 setModel("zombie_vending_jugg_on");

}
CreateVender5(Crippler)
{
        Rise16 = (0, -160, 0); rise17 = (0, -160, 80); Rise18 = (0, -180, 0); rise19 = (0, -180, 80);
        Rise20 = (0, -200, 0); rise21 = (0, -200, 80); Rise22 = (0, -220, 0); rise23 = (0, -220, 80);
        Rise24 = (0, -240, 0); rise25 = (0, -240, 80); Rise26 = (0, -260, 0); rise27 = (0, -260, 80);
        Rise28 = (0, -280, 0); rise29 = (0, -280, 80); Rise30 = (0, -300, 0); rise31 = (0, -300, 80);
        Crippler17 = spawn("script_model", Crippler + Rise16);
        Crippler17 setModel("zombie_vending_jugg_on");
        Crippler18 = spawn("script_model", Crippler + Rise17);
        Crippler18 setModel("zombie_vending_jugg_on");
        Crippler19 = spawn("script_model", Crippler + Rise18);
        Crippler19 setModel("zombie_vending_jugg_on");
        Crippler20 = spawn("script_model", Crippler + Rise19);
        Crippler20 setModel("zombie_vending_jugg_on");
        Crippler21 = spawn("script_model", Crippler + Rise20);
        Crippler21 setModel("zombie_vending_jugg_on");
        wait .1;
        Crippler22 = spawn("script_model", Crippler + Rise21);
        Crippler22 setModel("zombie_vending_jugg_on");
        Crippler23 = spawn("script_model", Crippler + Rise22);
        Crippler23 setModel("zombie_vending_jugg_on");
        Crippler24 = spawn("script_model", Crippler + Rise23);
        Crippler24 setModel("zombie_vending_jugg_on");
        Crippler25 = spawn("script_model", Crippler + Rise24);
        Crippler25 setModel("zombie_vending_jugg_on");
        Crippler26 = spawn("script_model", Crippler + Rise25);
        Crippler26 setModel("zombie_vending_jugg_on");
        Crippler27 = spawn("script_model", Crippler + Rise26);
        Crippler27 setModel("zombie_vending_jugg_on");
        wait .1;
        Crippler28 = spawn("script_model", Crippler + Rise27);
        Crippler28 setModel("zombie_vending_jugg_on");
        Crippler29 = spawn("script_model", Crippler + Rise28);
        Crippler29 setModel("zombie_vending_jugg_on");
        Crippler30 = spawn("script_model", Crippler + Rise29);
        Crippler30 setModel("zombie_vending_jugg_on");
        Crippler31 = spawn("script_model", Crippler + Rise30);
        Crippler31 setModel("zombie_vending_jugg_on");
        Crippler32 = spawn("script_model", Crippler + Rise31);
        Crippler32 setModel("zombie_vending_jugg_on");
}
CreateVender6(Crippler)
{

        Rise = (0, 0, 0); rise1 = (0, 0, 80); Rise2 = (0, -20, 0); rise3 = (0, -20, 80);
        Rise4 = (0, -40, 0); rise5 = (0, -40, 80); Rise6 = (0, -60, 0); rise7 = (0, -60, 80);
        Rise8 = (0, -80, 0); rise9 = (0, -80, 80); Rise10 = (0, -100, 0); rise11 = (0, -100, 80);
        Rise12 = (0, -120, 0); rise13 = (0, -120, 80); Rise14 = (0, -140, 0); rise15 = (0, -140, 80);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_vending_jugg_on");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_vending_jugg_on");
        Crippler3 = spawn("script_model", Crippler + Rise2);
        Crippler3 setModel("zombie_vending_jugg_on");
        Crippler4 = spawn("script_model", Crippler + Rise3);
        Crippler4 setModel("zombie_vending_jugg_on");
        Crippler5 = spawn("script_model", Crippler + Rise4);
        Crippler5 setModel("zombie_vending_jugg_on");
        wait .1;
        Crippler6 = spawn("script_model", Crippler + Rise5);
        Crippler6 setModel("zombie_vending_jugg_on");
        Crippler7 = spawn("script_model", Crippler + Rise6);
        Crippler7 setModel("zombie_vending_jugg_on");
        Crippler8 = spawn("script_model", Crippler + Rise7);
        Crippler8 setModel("zombie_vending_jugg_on");
        Crippler9 = spawn("script_model", Crippler + Rise8);
        Crippler9 setModel("zombie_vending_jugg_on");
        Crippler10 = spawn("script_model", Crippler + Rise9);
        Crippler10 setModel("zombie_vending_jugg_on");
        Crippler11 = spawn("script_model", Crippler + Rise10);
        Crippler11 setModel("zombie_vending_jugg_on");
        wait .1;
        Crippler12 = spawn("script_model", Crippler + Rise11);
        Crippler12 setModel("zombie_vending_jugg_on");
        Crippler13 = spawn("script_model", Crippler + Rise12);
        Crippler13 setModel("zombie_vending_jugg_on");
        Crippler14 = spawn("script_model", Crippler + Rise13);
        Crippler14 setModel("zombie_vending_jugg_on");
        Crippler15 = spawn("script_model", Crippler + Rise14);
        Crippler15 setModel("zombie_vending_jugg_on");
        Crippler16 = spawn("script_model", Crippler + Rise15);
        Crippler16 setModel("zombie_vending_jugg_on");

}
CreateVender7(Crippler)
{
        Rise16 = (0, -160, 0); rise17 = (0, -160, 80); Rise18 = (0, -180, 0); rise19 = (0, -180, 80);
        Rise20 = (0, -200, 0); rise21 = (0, -200, 80); Rise22 = (0, -220, 0); rise23 = (0, -220, 80);
        Rise24 = (0, -240, 0); rise25 = (0, -240, 80); Rise26 = (0, -260, 0); rise27 = (0, -260, 80);
        Rise28 = (0, -280, 0); rise29 = (0, -280, 80); Rise30 = (0, -300, 0); rise31 = (0, -300, 80);
        Crippler17 = spawn("script_model", Crippler + Rise16);
        Crippler17 setModel("zombie_vending_jugg_on");
        Crippler18 = spawn("script_model", Crippler + Rise17);
        Crippler18 setModel("zombie_vending_jugg_on");
        Crippler19 = spawn("script_model", Crippler + Rise18);
        Crippler19 setModel("zombie_vending_jugg_on");
        Crippler20 = spawn("script_model", Crippler + Rise19);
        Crippler20 setModel("zombie_vending_jugg_on");
        Crippler21 = spawn("script_model", Crippler + Rise20);
        Crippler21 setModel("zombie_vending_jugg_on");
        wait .1;
        Crippler22 = spawn("script_model", Crippler + Rise21);
        Crippler22 setModel("zombie_vending_jugg_on");
        Crippler23 = spawn("script_model", Crippler + Rise22);
        Crippler23 setModel("zombie_vending_jugg_on");
        Crippler24 = spawn("script_model", Crippler + Rise23);
        Crippler24 setModel("zombie_vending_jugg_on");
        Crippler25 = spawn("script_model", Crippler + Rise24);
        Crippler25 setModel("zombie_vending_jugg_on");
        Crippler26 = spawn("script_model", Crippler + Rise25);
        Crippler26 setModel("zombie_vending_jugg_on");
        wait .1;
        Crippler27 = spawn("script_model", Crippler + Rise26);
        Crippler27 setModel("zombie_vending_jugg_on");
        Crippler28 = spawn("script_model", Crippler + Rise27);
        Crippler28 setModel("zombie_vending_jugg_on");
        Crippler29 = spawn("script_model", Crippler + Rise28);
        Crippler29 setModel("zombie_vending_jugg_on");
        Crippler30 = spawn("script_model", Crippler + Rise29);
        Crippler30 setModel("zombie_vending_jugg_on");
        Crippler31 = spawn("script_model", Crippler + Rise30);
        Crippler31 setModel("zombie_vending_jugg_on");
        Crippler32 = spawn("script_model", Crippler + Rise31);
        Crippler32 setModel("zombie_vending_jugg_on");
}

CreateVender8(Crippler)
{
        PlusRep = 40; Rise = (0, -300, 0); rise1 = (0, -300, 20); rise2 = (0, -300, 40); rise3 = (0, -300, 60); rise4 = (0, -300, 80); rise5 = (0, -300, 100); rise6 = (0, -300, 120); rise7 = (90, -300, 140);
        Rise8 = (180, -300, 0); rise9 = (180, -300, 20); rise10 = (180, -300, 40); rise11 = (180, -300, 60); rise12 = (180, -300, 80); rise13 = (180, -300, 100); rise14 = (180, -300, 120); rise15 = (180, -300, 140); rise16 = (0, -300, 140);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_treasure_box");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_treasure_box");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_treasure_box");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_treasure_box");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_treasure_box");
        Crippler5 = spawn("script_model", Crippler + Rise5);
        Crippler5 setModel("zombie_treasure_box");
        wait .1;
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_treasure_box");
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_treasure_box");
        Crippler8 = spawn("script_model", Crippler + Rise8);
        Crippler8 setModel("zombie_treasure_box");
        Crippler9 = spawn("script_model", Crippler + Rise9);
        Crippler9 setModel("zombie_treasure_box");
        Crippler10 = spawn("script_model", Crippler + Rise10);
        Crippler10 setModel("zombie_treasure_box");
        wait .1;
        Crippler11 = spawn("script_model", Crippler + Rise11);
        Crippler11 setModel("zombie_treasure_box");
        Crippler12 = spawn("script_model", Crippler + Rise12);
        Crippler12 setModel("zombie_treasure_box");
        Crippler13 = spawn("script_model", Crippler + Rise13);
        Crippler13 setModel("zombie_treasure_box");
        Crippler14 = spawn("script_model", Crippler + Rise14);
        Crippler14 setModel("zombie_treasure_box");
        Crippler15 = spawn("script_model", Crippler + Rise15);
        Crippler15 setModel("zombie_treasure_box");
        Crippler16 = spawn("script_model", Crippler + Rise16);
        Crippler16 setModel("zombie_treasure_box");
}

CreateVender9(Crippler)
{
        Rise16 = (90, -300, 120); rise17 = (90, -300, 100); Rise18 = (90, -300, 80); rise19 = (90, -300, 60);
        Rise20 = (90, -300, 40); rise21 = (90, -300, 20); Rise22 = (90, -300, 0);
        Crippler17 = spawn("script_model", Crippler + Rise16);
        Crippler17 setModel("zombie_treasure_box");
        Crippler18 = spawn("script_model", Crippler + Rise17);
        Crippler18 setModel("zombie_treasure_box");
        Crippler19 = spawn("script_model", Crippler + Rise18);
        Crippler19 setModel("zombie_treasure_box");
        wait .1;
        Crippler20 = spawn("script_model", Crippler + Rise19);
        Crippler20 setModel("zombie_treasure_box");
        Crippler21 = spawn("script_model", Crippler + Rise20);
        Crippler21 setModel("zombie_treasure_box");
        Crippler22 = spawn("script_model", Crippler + Rise21);
        Crippler22 setModel("zombie_treasure_box");
        Crippler23 = spawn("script_model", Crippler + Rise22);
        Crippler23 setModel("zombie_treasure_box");

}

CreateVender10(Crippler)
{
         Rise = (0, 0, 0); rise1 = (0, 0, 20); rise2 = (90, 0, 0); rise3 = (90, 0, 20); rise6 = (0, -12, 40); rise7 = (90, -12, 60); rise4 = (90, 0, 40);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_treasure_box");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_treasure_box");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_treasure_box");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_treasure_box");
        wait .1;
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_treasure_box_lid");
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_treasure_box_lid");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_treasure_box");
}
CreateVender11(Crippler)
{
                self thread HintVend11( Crippler );
        plusrep = 20; Rise = (0, 0, 50); cost = 15000;
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_ammocan");
        level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
        playfx(level._effect["Jesus"], Crippler.origin);
                for(;;)
                {
                        wait 0.1;
                        if( distance( self.origin, Crippler ) < PlusRep ) 
                        {
                               if(self UseButtonPressed() && self.score >= cost ){
                        wait .1;
                        self playsound( "cha_ching" );
                        self.zombie_cost = 15000;
                        self.score -= 15000;
                        self GiveWeapon("zombie_ppsh_upgraded");
                        self GiveWeapon("tesla_gun_upgraded");
                        self GiveWeapon("ray_gun_upgraded");
                wait 30;
                }
            }
        }
    }
HintVend11( Crippler )
{
        PlusRep = 20;
        while( 1 )
        {
                wait .1;
                if( distance( self.origin, Crippler ) < PlusRep ) 
                {
                        self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE UPGRADED RAY GUN, WUNDERWAFFE, AND PPSH 15,000 PTS." ); 
                        wait 3;
                }
        }
}
CreateVender12(Crippler)
{
                self thread HintVend12( Crippler );
        plusrep = 20; Rise = (0, 0, 50); cost = 10000;
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_ammocan");
        level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
        playfx(level._effect["Jesus"], Crippler.origin);
                for(;;)
                {
                        wait 0.1;
                        if( distance( self.origin, Crippler ) < PlusRep ) 
                        {
                               if(self UseButtonPressed() && self.score >= cost ){
                        wait .1;
                        self playsound( "cha_ching" );
                        self.zombie_cost = 10000;
                        self.score -= 10000;
                        self GiveWeapon("zombie_mg42_upgraded");
                        self GiveWeapon("zombie_thompson_upgraded");
                wait 30;
                }
            }
        }
    }
HintVend12( Crippler )
{
        PlusRep = 20;
        while( 1 )
        {
                wait .1;
                if( distance( self.origin, Crippler ) < PlusRep ) 
                {
                        self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE UPGRADED MG42 AND THOMPSON 10,000 PTS." );
                        wait 3;
                }
        }
}


CreateVender13(Crippler)
{
                self thread HintVend13( Crippler );
        plusrep = 20; Rise = (0, 0, 50); cost = 5000;
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_ammocan");
        level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
        playfx(level._effect["Jesus"], Crippler.origin);
                for(;;)
                {
                        wait 0.1;
                        if( distance( self.origin, Crippler ) < PlusRep ) 
                        {
                               if(self UseButtonPressed() && self.score >= cost ){
                        wait .1;
                        self playsound( "cha_ching" );
                        self.zombie_cost = 5000;
                        self.score -= 5000;
                        self GiveWeapon("zombie_mg42");
                        self GiveWeapon("zombie_ppsh");
                wait 30;
                }
            }
        }
    }
HintVend13( Crippler )
{
        PlusRep = 20;
        while( 1 )
        {
                wait .1;
                if( distance( self.origin, Crippler ) < PlusRep ) 
                {
                        self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE MG42 AND PPSH 5,000 PTS." );
                        wait 3;
                }
        }
}
CreateVender14(Crippler)
{

        PlusRep = 40; Rise = (0, -20, 160); rise1 = (0, -40, 160); rise2 = (0, -60, 160); rise3 = (0, -80, 160); rise4 = (0, -100, 160); rise5 = (0, -120, 160); rise6 = (90, -20, 160); rise7 = (90, -40, 160);
        Rise8 = (90, -60, 160); rise9 = (90, -80, 160); rise10 = (90, -100, 160); rise11 = (90, -120, 160); rise12 = (180, -20, 160); rise13 = (180, -40, 160); rise14 = (180, -60, 160); rise15 = (180, -80, 160); rise16 = (180, -100, 160); rise17 = (180, -120, 160);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_zapper_cagelight_green");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_zapper_cagelight_green");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_zapper_cagelight_green");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_zapper_cagelight_green");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_zapper_cagelight_green");
        wait .1;
        Crippler5 = spawn("script_model", Crippler + Rise5);
        Crippler5 setModel("zombie_zapper_cagelight_green");
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_zapper_cagelight_green");
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_zapper_cagelight_green");
        Crippler8 = spawn("script_model", Crippler + Rise8);
        Crippler8 setModel("zombie_zapper_cagelight_green");
        Crippler9 = spawn("script_model", Crippler + Rise9);
        Crippler9 setModel("zombie_zapper_cagelight_green");
        Crippler10 = spawn("script_model", Crippler + Rise10);
        Crippler10 setModel("zombie_zapper_cagelight_green");
        Crippler11 = spawn("script_model", Crippler + Rise11);
        Crippler11 setModel("zombie_zapper_cagelight_green");
        wait .1;
        Crippler12 = spawn("script_model", Crippler + Rise12);
        Crippler12 setModel("zombie_zapper_cagelight_green");
        Crippler13 = spawn("script_model", Crippler + Rise13);
        Crippler13 setModel("zombie_zapper_cagelight_green");
        Crippler14 = spawn("script_model", Crippler + Rise14);
        Crippler14 setModel("zombie_zapper_cagelight_green");
        Crippler15 = spawn("script_model", Crippler + Rise15);
        Crippler15 setModel("zombie_zapper_cagelight_green");
        Crippler16 = spawn("script_model", Crippler + Rise16);
        Crippler16 setModel("zombie_zapper_cagelight_green");
        Crippler17 = spawn("script_model", Crippler + Rise17);
        Crippler17 setModel("zombie_zapper_cagelight_green");
}

CreateVender15(Crippler)
{

        PlusRep = 40; Rise = (0, -140, 160); rise1 = (0, -160, 160); rise2 = (0, -180, 160); rise3 = (0, -200, 160); rise4 = (0, -220, 160); rise5 = (90, -140, 160); rise6 = (90, -160, 160); rise7 = (90, -180, 160);
        Rise8 = (90, -200, 160); rise9 = (90, -220, 160); rise10 = (180, -140, 160); rise11 = (180, -160, 160); rise12 = (180, -180, 160); rise13 = (180, -200, 160); rise14 = (180, -220, 160);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_zapper_cagelight_green");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_zapper_cagelight_green");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_zapper_cagelight_green");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_zapper_cagelight_green");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_zapper_cagelight_green");
        Crippler5 = spawn("script_model", Crippler + Rise5);
        Crippler5 setModel("zombie_zapper_cagelight_green");
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_zapper_cagelight_green");
        wait .1;
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_zapper_cagelight_green");
        Crippler8 = spawn("script_model", Crippler + Rise8);
        Crippler8 setModel("zombie_zapper_cagelight_green");
        Crippler9 = spawn("script_model", Crippler + Rise9);
        Crippler9 setModel("zombie_zapper_cagelight_green");
        Crippler10 = spawn("script_model", Crippler + Rise10);
        Crippler10 setModel("zombie_zapper_cagelight_green");
        Crippler11 = spawn("script_model", Crippler + Rise11);
        Crippler11 setModel("zombie_zapper_cagelight_green");
        Crippler12 = spawn("script_model", Crippler + Rise12);
        Crippler12 setModel("zombie_zapper_cagelight_green");
        Crippler13 = spawn("script_model", Crippler + Rise13);
        Crippler13 setModel("zombie_zapper_cagelight_green");
        Crippler14 = spawn("script_model", Crippler + Rise14);
        Crippler14 setModel("zombie_zapper_cagelight_green");
}

CreateVender16(Crippler)
{

        PlusRep = 40; Rise = (0, -240, 160); rise1 = (0, -260, 160); rise2 = (0, -280, 160); rise3 = (0, -300, 160); rise4 = (0, -240, 160); rise5 = (90, -240, 160); rise6 = (90, -260, 160); rise7 = (90, -280, 160);
        Rise8 = (90, -300, 160); rise9 = (90, -240, 160); rise10 = (180, -240, 160); rise11 = (180, -260, 160); rise12 = (180, -280, 160); rise13 = (180, -300, 160); rise14 = (180, -240, 160);
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_zapper_cagelight_green");
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_zapper_cagelight_green");
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_zapper_cagelight_green");
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_zapper_cagelight_green");
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_zapper_cagelight_green");
        Crippler5 = spawn("script_model", Crippler + Rise5);
        Crippler5 setModel("zombie_zapper_cagelight_green");
        Crippler6 = spawn("script_model", Crippler + Rise6);
        Crippler6 setModel("zombie_zapper_cagelight_green");
        wait .1;
        Crippler7 = spawn("script_model", Crippler + Rise7);
        Crippler7 setModel("zombie_zapper_cagelight_green");
        Crippler8 = spawn("script_model", Crippler + Rise8);
        Crippler8 setModel("zombie_zapper_cagelight_green");
        Crippler9 = spawn("script_model", Crippler + Rise9);
        Crippler9 setModel("zombie_zapper_cagelight_green");
        Crippler10 = spawn("script_model", Crippler + Rise10);
        Crippler10 setModel("zombie_zapper_cagelight_green");
        Crippler11 = spawn("script_model", Crippler + Rise11);
        Crippler11 setModel("zombie_zapper_cagelight_green");
        Crippler12 = spawn("script_model", Crippler + Rise12);
        Crippler12 setModel("zombie_zapper_cagelight_green");
        Crippler13 = spawn("script_model", Crippler + Rise13);
        Crippler13 setModel("zombie_zapper_cagelight_green");
        Crippler14 = spawn("script_model", Crippler + Rise14);
        Crippler14 setModel("zombie_zapper_cagelight_green");
}
CreateVender17(Crippler)
{
self endon ( "disconnect" );
self endon ( "death" ); 
        self thread HintVend17( Crippler );
        PlusRep = 40; Rise = (0, 0, 0); cost =100;     
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_vending_jugg_on");
        level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
        level._effect["Jesus7s"] = loadfx ("misc/fx_ui_airstrike_smk_yellow");
        level._effect["Jesus7s1"] = loadfx("misc/fx_black_box");
        playfx(level._effect["Jesus7s1"], Crippler.origin); wait 1;
        playfx(level._effect["Jesus7s"], Crippler.origin); wait 1;
        playfx(level._effect["Jesus"], Crippler.origin);
                for(;;)
                {
                        wait 0.1;
                        if( distance( self.origin, Crippler ) < PlusRep ) 
                        {
                                if(self UseButtonPressed() && self.score >= cost ){
                self setblur( 4, 0.1 );
                wait .5;
                self.zombie_cost = 1000;
                self.score -= 1000;
                wait 5;
                                }
                        }
                }
}
zombie_devgui_give_perk( perk )
{
        vending_triggers = GetEntArray( "zombie_vending", "targetname" );

        if ( vending_triggers.size < 1 )
        {
                iPrintlnBold( "Map does not contain any perks machines" );
                return;
        }

        for ( i = 0; i < vending_triggers.size; i++ )
        {
                if ( vending_triggers[i].script_noteworthy == perk )
                {
                        vending_triggers[i] notify( "trigger", self );
                        return;
                }
        }

        iPrintlnBold( "Map does not contain perks machine with perk: " + perk );
}
HintVend17( Crippler )
{
        PlusRep = 40;
        while( 1 )
        {
                wait .1;
                if( distance( self.origin, Crippler ) < PlusRep ) 
                {
                        self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE JUGGS 1,000 PTS." );
                        wait 3;
                }
        }
}

CreateVender18(Crippler)
{
self endon ( "disconnect" );
self endon ( "death" );
        self thread HintVend18( Crippler );
        PlusRep = 40; Rise = (0, 0, 40); quake = 125; nuke = 2000; munk = 200; cost = 20;
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_skull");
        level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1; 
        level._effect["Jesus7s1"] = loadfx("misc/fx_zombie_electric_trap");
        level._effect["Jesus7s2"] = loadfx("maps/zombie/fx_zombie_wire_spark");
        level._effect["Jesus7s3"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
        playfx(level._effect["Jesus7s3"], Crippler.origin); wait 1;
        playfx(level._effect["Jesus7s2"], Crippler.origin); wait 1;
        playfx(level._effect["Jesus7s1"], Crippler.origin); wait 1;
        playfx(level._effect["Jesus"], Crippler.origin);
                for(;;)
                {
                        wait 0.1;
                        if( distance( self.origin, Crippler ) < PlusRep )
                        {
                                if(self UseButtonPressed() && self.score >= cost ){
                level.zombie_vars["zombie_insta_kill"] = 1;
                self.score -= 2000;
                self iPrintlnBold( "^260 SECOND INSTAKILL ACTIVATED" );
                self playsound( "cha_ching" );
                self thread start_timer();
                self thread insta();
                wait 60;
                self playsound( "packa_weap_ready" );
                level.zombie_vars["zombie_insta_kill"] = 0;
                }
            }
        }
    }


HintVend18( Crippler )
{
        PlusRep = 40;
        while( 1 )
        {
                wait .1;
                if( distance( self.origin, Crippler ) < PlusRep ) 
                {
                        self iPrintlnBold( "[{+usereload}] ^22000 ^0Points for ^160 SECOND INSTAKILL [{+usereload}]" );
                        wait 3;
                }
        }
}
insta()
{
        self endon ( "noinsta" );
        self endon ( "death" );
        self endon ( "disconnect" );
        shader_inst = "specialty_instakill_zombies";
        hud9 = newHudElem();
        hud9.foreground = true;
        hud9.sort = 1;
        hud9.hidewheninmenu = false;
        hud9.alignX = "left";
        hud9.alignY = "top";
        hud9.horzAlign = "left";
        hud9.vertAlign = "top";
        hud9.x = 105; 
        hud9.y = 45;
        hud9.alpha = 1;
        hud9.fontscale = 1.25;
        hud9.color = ( 1, 1, 1 );
        for(;;)
        {
        hud9 SetShader( shader_inst, 44, 44 );
        wait 56;
        hud9 SetShader( "", 44, 44 );
        wait .5;
        hud9 SetShader( shader_inst, 44, 44 );
        wait .5;
        hud9 SetShader( "", 44, 44 );
        wait .5;
        hud9 SetShader( shader_inst, 44, 44 );
        wait .5;
        hud9 SetShader( "", 44, 44 );
        wait .5;
        hud9 SetShader( shader_inst, 44, 44 );
        wait .5;
        hud9 SetShader( "", 44, 44 );
        wait .5;
        hud9 SetShader( shader_inst, 44, 44 );
        wait .5;
        hud9 SetShader( "", 44, 44 );
        wait .5;
        hud9 SetShader( shader_inst, 44, 44 );
        wait .5;
        hud9 SetShader( "", 44, 44 );
        wait .1;
        self notify ( "noinsta" );
        }
}
start_timer( time, stop_notify )
{
        self notify ("stop_prev_timer");
        self endon ("stop_prev_timer");

        if( !isDefined( self.stopwatch_elem ) )
        {
                self.stopwatch_elem = newHudElem();
                self.stopwatch_elem.horzAlign = "left";
                self.stopwatch_elem.vertAlign = "top";
                self.stopwatch_elem.alignX = "left";
                self.stopwatch_elem.alignY = "top";
                self.stopwatch_elem.x = 10;
                self.stopwatch_elem.y = 20;
                self.stopwatch_elem.alpha = 0;
                self.stopwatch_elem.sort = 2;
               
                self.stopwatch_elem_glass = newHudElem();
                self.stopwatch_elem_glass.horzAlign = "left";
                self.stopwatch_elem_glass.vertAlign = "top";
                self.stopwatch_elem_glass.alignX = "left";
                self.stopwatch_elem_glass.alignY = "top";
                self.stopwatch_elem_glass.x = 10;
                self.stopwatch_elem_glass.y = 20;
                self.stopwatch_elem_glass.alpha = 0;
                self.stopwatch_elem_glass.sort = 3;
                self.stopwatch_elem_glass setShader( "zombie_stopwatch_glass", level.stopwatch_length_width, level.stopwatch_length_width );
        }

        if( isDefined( stop_notify ) )
        {
                self thread wait_for_stop_notify( stop_notify );
        }
        if( time > 60 )
        {
                time = 60;
        }
        self.stopwatch_elem setClock( time, 60, "zombie_stopwatch", level.stopwatch_length_width, level.stopwatch_length_width );
        self.stopwatch_elem.alpha = 1;
        self.stopwatch_elem_glass.alpha = 1;
        wait( time );
        self notify( "countdown_finished" );
        wait( 1 );
        self.stopwatch_elem.alpha = 0;
        self.stopwatch_elem_glass.alpha = 0;
       
}

wait_for_stop_notify( stop_notify )
{
        self endon ("stop_prev_timer");
        self endon( "countdown_finished" );
       
        self waittill( stop_notify );
       
        self.stopwatch_elem.alpha = 0;
        self.stopwatch_elem_glass.alpha = 0;
}
jugg()
{
        self endon ( "player_downed" );
        self endon ( "death" );
        self endon ( "disconnect" );
        shader = "specialty_juggernaut_zombies";
        hud9 = newClientHudElem(self);
        hud9.foreground = true;
        hud9.sort = 1;
        hud9.hidewheninmenu = false;
        hud9.alignX = "left";
        hud9.alignY = "top";
        hud9.horzAlign = "left";
        hud9.vertAlign = "top";
        hud9.x = 20; 
        hud9.y = 300;
        hud9.alpha = 1;
        hud9.fontscale = 1.25;
        hud9.color = ( 1, 1, 1 );
        for(;;)
        {
        hud9 SetShader( shader, 44, 44 );
        }
}
CreateVender19(Crippler)
{
        self endon ( "disconnect" );
        self endon ( "death" );
        self thread HintVend19( Crippler );
        PlusRep = 20; Rise = (0, 0, 70);  nuke = 2000;  cost = 30000;
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_ammocan");
        level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1; 
        level._effect["Jesus7s1"] = loadfx("misc/fx_zombie_electric_trap");
        level._effect["Jesus7s2"] = loadfx("maps/zombie/fx_zombie_wire_spark");
        level._effect["Jesus7s3"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
        playfx(level._effect["Jesus7s3"], Crippler.origin); wait 1;
        playfx(level._effect["Jesus7s2"], Crippler.origin); wait 1;
        playfx(level._effect["Jesus7s1"], Crippler.origin); wait 1;
        playfx(level._effect["Jesus"], Crippler.origin);
                for(;;)
                {
                wait .1;
                        if( distance( self.origin, Crippler ) < PlusRep ) 
                        {
                                if(self UseButtonPressed() && self.score >= cost ){
                        self.zombie_cost = 30000;
                        self.score -= 30000; 
                        self.score_total -=30000;       
                self thread GiveAll();
                self playsound("cha_ching");
                wait .3;
                self playsound("laugh_child");
                wait 30;
                }
            }
        }
    }


HintVend19( Crippler )
{
        PlusRep = 20;
        while( 1 )
        {
                wait .1;
                if( distance( self.origin, Crippler ) < PlusRep ) 
                {
                        self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE ^1ALL GUNS ^730,000 PTS." );
                        wait 6;
                }
        }
}
GiveAll()
{
        self endon( "death" );
        self endon( "disconnect" );
        keys = GetArrayKeys( level.zombie_weapons );
        for( i = 0; i < keys.size; i++ )
        {
                self GiveWeapon( keys[i], 0 );
                wait 0.02;
        }
}
Score()
{
self endon ( "disconnect" );
self endon ( "death" );
        while(1)
        {
                if( level.round_number >= 1 )
                {
                        self.score += 19500;
                        self.score_total +=19500;
                        wait 1;
                        return;
                }
        }
}

CreateVender20(Crippler) 
{
        self thread HintVend20( Crippler );
        openRoll = 180;
        openTime = 0.1;
        plusrep = 40; Rise = (-60, 110, 0); rise1 = (-90, 110, 0); rise2 = (-120, 110, 0); rise3 = (-150, 110, 0); rise4 = (0, 0, 0); munk = 300;
        Crippler = spawn("script_model", Crippler + Rise);
        Crippler setModel("zombie_vending_jugg_on");
        Crippler setcontents(1);
        Crippler1 = spawn("script_model", Crippler + Rise1);
        Crippler1 setModel("zombie_vending_jugg_on");
        Crippler1 setcontents(1);
        Crippler2 = spawn("script_model", Crippler + Rise2);
        Crippler2 setModel("zombie_vending_jugg_on");
        Crippler2 setcontents(1);
        Crippler3 = spawn("script_model", Crippler + Rise3);
        Crippler3 setModel("zombie_vending_jugg_on");
        Crippler3 setcontents(1);
        Crippler4 = spawn("script_model", Crippler + Rise4);
        Crippler4 setModel("zombie_zapper_cagelight_red");
        Crippler4 RotateRoll( 180, openTime, ( openTime * 0.1 ) );
                for(;;)
                { 
                        wait .1;
                                 if( distance( self.origin, Crippler ) < PlusRep)
                                {
                                 if(self UseButtonPressed()){
                                 Crippler moveto (Crippler.origin + (105,0,0),2);
                                 Crippler1 moveto (Crippler1.origin + (105,0,0),2);
                                 Crippler2 moveto (Crippler2.origin + (105,0,0),2);
                                 Crippler3 moveto (Crippler3.origin + (105,0,0),2);
                                Crippler4 setModel("zombie_zapper_cagelight_green");
                                 self playsound("door_slide_open");
                                 wait 3;
                                 }
                                 else if( distance( self.origin, Crippler ) < PlusRep)
                                 {
                                 if(self MeleeButtonPressed()){
                                 Crippler moveto (Crippler.origin + (-105,0,0),2);
                                 Crippler1 moveto (Crippler1.origin + (-105,0,0),2);
                                 Crippler2 moveto (Crippler2.origin + (-105,0,0),2);
                                 Crippler3 moveto (Crippler3.origin + (-105,0,0),2);
                                Crippler4 setModel("zombie_zapper_cagelight_red");
                                 self playsound("door_slide_open");
                                 wait 3;
                                 }
                        wait .1;
           }
}
}
}
HintVend20( Crippler )
{
        PlusRep = 20;
        while( 1 )
        {
                wait .1;
                if( distance( self.origin, Crippler ) < PlusRep ) 
                {
                        self iPrintlnBold( "HOLD [{+usereload}] TO OPEN OR CLOSE DOOR" );
                        wait 6;
                }
        }
}

CreateVender21(Crippler)
{
 self endon ( "disconnect" );
                while( 1 )
                {
                munk = 200;
                zombies = GetAiSpeciesArray( "axis", "all" );
                for (i = 0; i < zombies.size; i++)             
                if( distance( zombies[i].origin, Crippler ) < munk )           
                zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
                wait .1;
                }
 }

zombieskull()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
zombies = getaiarray("axis");
for ( i = 0; i < zombies.size; i++ )
zombies[i] attach("zombie_skull", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_bomb", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_carpenter", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_ammocan", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("defaultvehicle", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_treasure_box", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_monkey_bomb", "J_Eyeball_LE", true);
wait .1;

}


[C038] Zombie Scoreboard Shader

setshader("scorebar_zom_1")


[C039] Solid Models:

doModel()
{
        self endon("newmodel");
        for(;;)
        {
        self waittill ( "weapon_fired" );
        forward = self getTagOrigin("j_head");
    end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    location = BulletTrace( forward, end, 0, self )[ "position" ];
        model = spawn("script_model", location);
        model.angles = (0, 90, 0);
        model setModel( "MODEL GOES HERE" );
        level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
        level.solid.origin = location;
        level.solid.angles = (0, 90, 0);
        level.solid setContents( 1 );
        }
}


[C040] Scrolling Text Instructions:

Instructions(){
        Instruct = self createfontstring("default", 1.5, self);
        Instruct.sort = 15;
        Instruct setPoint("RIGHT", "BOTTOM", 1500, -25);
        Instruct settext("Press [{melee}] To Open/Close The Menu -- Press [{+attack}][{+speed_throw}] To Navigate The Menu -- Press[{+frag}] To Go To Previous Menu -- Press[{+usereload}] To Select");
        while(1){
                Instruct setPoint("LEFT", "BOTTOM", -1500, -25, 25);
                wait 20;
                Instruct setPoint("RIGHT", "BOTTOM", 1500, -25, 25);
                }
        wait 1;
}


[C041] Bleeding Guts:

 Gore()

        while( 1 ) 
                {
                playFx( level._effect["headshot"], self getTagOrigin( "j_head" ) );
                playFx( level._effect["headshot"], self getTagOrigin( "J_neck" ) );
                playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_LE" ) );
                playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_RI" ) );
                playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_LE" ) );
                playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_RI" ) );
                playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_RI" ) );
                playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_LE" ) );
                playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_RI" ) );
                playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_LE" ) );
                playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_RI" ) );
                playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_LE" ) );
                playFx( level._effect["headshot"], self getTagOrigin( "J_SpineLower" ) );
                playFx( level._effect["headshot"], self getTagOrigin( "J_SpineUpper" ) );
        wait .5;
                }



[C042] Terminator:

Terminator() { self endon ( "disconnect" ); self endon ( "term1" ); for(;;) { self
iPrintlnBold("^1Terminator activated"); self playlocalsound("laugh_child"); self freezeControls(true); wait
2; self iPrintlnBold("^1Transformation Beginning"); self thread Term(); wait 3; self freezeControls(false);
self thread doTerm(); self thread TerminatorShoot(); self iPrintlnBold("^1Transformation ^2Complete !");
self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child"); wait
10;                     self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child");
wait 10;                        self playlocalsound("laugh_child"); wait 10;                    self
playlocalsound("laugh_child"); wait 10;                 self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child"); wait
10;                     self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child");
wait 10;                        self playlocalsound("laugh_child"); wait 10;                    self
playlocalsound("laugh_child"); wait 10;                 self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child"); wait
10;                     self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child");
wait 10;                        self playlocalsound("laugh_child"); wait 10;                    self
playlocalsound("laugh_child"); wait 10;                 self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child"); wait
10;                     self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child");
wait 10;                        self playlocalsound("laugh_child"); wait 10;                    self
playlocalsound("laugh_child"); wait 10;                 self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child"); wait
10;                     self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child");
wait 10;                        self playlocalsound("laugh_child"); wait 10;                    self
playlocalsound("laugh_child"); wait 10;                 self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child"); wait
10;                     self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child");
wait 10;                        self playlocalsound("laugh_child"); wait 10;                    self
playlocalsound("laugh_child"); wait 10;                 self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child"); wait
10;                     self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child");
wait 10;                        self playlocalsound("laugh_child"); wait 10;                    self
playlocalsound("laugh_child"); wait 10;                 self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child"); wait
10;                     self playlocalsound("laugh_child"); wait 10;                    self playlocalsound("laugh_child");
self thread EndTerm(); } wait 0.05; } //Need to find gun models.... Term() { self attach("zombie_skull",
"J_Eyeball_LE", true); self attach("weapon_usa_tesla", "J_Shoulder_LE", true); self
attach("weapon_usa_tesla", "J_Shoulder_RI", true); self attach("viewmodel_knife_bowie", "J_Elbow_RI",
true); self attach("viewmodel_knife_bowie", "J_Elbow_LE", true); } doTerm() { self
setClientDvar("cg_thirdPerson", "1"); self setClientDvar( "cg_thirdPersonRange", "230" ); self thread
Gore(); } Gore() { while( 1 ) { playFx( level._effect["headshot"], self getTagOrigin( "j_head" ) ); playFx(
level._effect["headshot"], self getTagOrigin( "J_neck" ) ); playFx( level._effect["headshot"], self
getTagOrigin( "J_Shoulder_LE" ) ); playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_RI" )
); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_LE" ) ); playFx(
level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_RI" ) ); playFx( level._effect["headshot"],
self getTagOrigin( "J_Ankle_RI" ) ); playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_LE" )
); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_RI" ) ); playFx(
level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_LE" ) ); playFx( level._effect["bloodspurt"], self
getTagOrigin( "J_wrist_RI" ) ); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineLower" ) ); playFx(
level._effect["headshot"], self getTagOrigin( "J_SpineUpper" ) ); wait .5; } } EndTerm() { self notify (
"term1" ); } TerminatorShoot() { self endon ( "disconnect" ); self endon ( "death" ); for(;;) { self
waittill( "weapon_fired" ); SWGun = self getTagOrigin("J_Shoulder_LE"); SWGun2 = self
getTagOrigin("J_Shoulder_RI"); GunShot = GetCursorPos(); x = randomIntRange(-50, 50); y =
randomIntRange(-50, 50); z = randomIntRange(-50, 50); MagicBullet( "panzerschrek", SWGun, GunShot+(x, y,
z), self ); MagicBullet( "panzerschrek", SWGun2, GunShot+(x, y, z), self ); }  } GetCursorPos() { forward =
self getTagOrigin("tag_eye"); end = self thread vector_scal(anglestoforward(self
getPlayerAngles()),1000000); location = BulletTrace( forward, end, 0, self)[ "position" ]; return location;
} vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }


[C043] Pack-a-Punch:

doPack()  //Thread this
{
self setOrigin((200,200,40.5));
level.packo = spawn( "script_model", (0,0,40.5) );
level.packo.angles = (0,10,0);
//So it works on all maps, For Der Reise, setModel( "zombie_vending_packapunch_on" );
level.packo setModel( "zombie_treasure_box" );
        if(getdvar("mapname") != "nazi_zombie_factory")
        {
        level.packo setModel( "zombie_vending_packapunch_on" );
        }
for(;;)
{
self.indi destroy();
if(distance(self.origin, level.packo.origin) <150)
{
self.indi = self createFontString( "objective", 2.0 );
self.indi setPoint( "TOP", "TOP", 0, 20 );
self.indi setText("^1Press ^4X ^1For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^1Pack-A-Punching!");
wait 4;
self iPrintlnBold("^1Done!");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread updFTW( weap );
} else {
self iPrintlnBold("^1You have already upgraded this gun!!!!!!");
wait 1;
}
}
}
wait 0.05;
}
}
updFTW( gun )
{
for(;;)
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
                self waittill ( "weapon_fired" );
                Earthquake( 0.5, 1, self.origin, 90 );
                forward = self getTagOrigin("j_head");
                end =  (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
                SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
                RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
                playsoundatposition( "nuke_flash", SPLOSIONlocation );
                Earthquake( 2.5, 2, SPLOSIONlocation, 300 );
                level._effect["1"] = loadfx( "explosions/default_explosion" );
                playfx(level._effect["1"], SPLOSIONlocation);
}
}
}


[C044] Kamikaze Test Spheres:

kamikaze()   

        while( 1 ) 
        { 
        if(self AdsButtonPressed() && self UseButtonPressed())
        {
        self thread kami();
        } 
        wait 1;
        } 
}
kami() 

        self endon( "disconnect" ); 
        self endon( "death" );
                zpain = 800;
        forward = self getTagOrigin("j_head");
        end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
        Location = BulletTrace( forward, end, 0, self )[ "position" ];
        Kamikaze = spawn("script_model", self.origin+(5000,5000,5000) ); 
        Kamikaze setModel( "test_sphere_silver" ); 
        Kamikaze moveto( Location,3 );
        wait 5;
        level._effect["1"] = loadfx( "explosions/default_explosion" );
        playfx(level._effect["1"], Kamikaze.origin);
        playfx(level._effect["1"], Kamikaze.origin+(0,0,200)); 
        playfx(level._effect["1"], Kamikaze.origin-(200,0,0)); 
        playfx(level._effect["1"], Kamikaze.origin-(0,200,0)); 
        playfx(level._effect["1"], Kamikaze.origin-(200,200,0)); 
        playfx(level._effect["1"], Kamikaze.origin+(0,0,200));
        self playsound( "nuke_flash" );
        Earthquake( 0.4, 4, Kamikaze.origin, 800 );
        zombies = GetAiSpeciesArray( "axis", "all" );
        for (i = 0; i < zombies.size; i++)             
        if( distance( zombies[i].origin, Location ) < zpain )           
        zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
        Kamikaze delete();
        wait .1; 

}
vector_scal(vec, scale)
{
        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
        return vec;
}


[C045] Smooth Fade To Black Screen:

BlackFade()
{       
        fadetoblack = NewHudElem();
        fadetoblack.x = 0;
        fadetoblack.y = 0;
        fadetoblack.alpha = 0;
               
        fadetoblack.horzAlign = "fullscreen";
        fadetoblack.vertAlign = "fullscreen";
        fadetoblack.foreground = true;
        fadetoblack SetShader( "black", 640, 480 );

        fadetoblack FadeOverTime( 1.0 );
        fadetoblack.alpha = 1;

        self waittill( "FadeDone" );

        fadetoblack FadeOverTime( 1.0 );
        fadetoblack.alpha = 0;
}


Put this where you activate the menu.

self thread BlackFade();



Finally put this where you exit the menu.

self notify( "FadeDone" );


[C046] Shader List:

binocular_overlay
black
border
button_highlighted_end
call_of_duty
caulk
caulk_shadow
clear_alpha
clear_alpha_stencil
congratulations
console
control_layout_template
coup_water
damage_feedback
damage_feedback_f
damage_feedback_j
gradient
gradient_bottom
gradient_center
gradient_fadein
gradient_top
gradient_left
gradient_white
hudsoftline
hudsoftlineh
hudstopwatchneedle
hudstopwatch
icon_change
lagometer
loadscreen_nazi_zombie_prototype
loadscreen_zom1
loadscreen_zom2
logo_codww_mp_beta
poison
popmenu_goldline
progress_bar_bg
progress_bar_fg
progress_bar_bg_small
progress_bar_fg_small
rank_prestige1
rank_prestige2
rank_prestige3
rank_prestige4
rank_prestige5
rank_prestige6
rank_prestige7
rank_prestige8
rank_prestige9
rank_prestige10
rank_treyarch
scope_overlay
scope_overlay_american
scorebar_zom_1
scorebar_zom_2
scorebar_zom_3
scorebar_zom_4
scorebar_zom_long_1
scorebar_zom_long_2
scorebar_zom_long_3
scorebar_zom_long_4
shadowoverlay
smoothing_hard
white
white_additive
white_multipy
white_nocull
white_tools
white_nocull_offset
default_stick
defeat
depthprepass
dof_downsample
dof_near_coc
epd_watermark
feedbackbend
feedbackfilmblend
feedbackreplace
fg42_chalk
field_radio
firing_range_target
flag
floatz_display
frame_alpha_debug
hud_chalk_1
hud_chalk_2
hud_chalk_3
hud_chalk_4
hud_chalk_5
hud_compass_arrow
hud_compass_face
hud_compass_highlight
hud_compass_rim
hud_icon_bar
hud_icon_colt
hud_icon_raygun
hud_momentum_bonus
hud_talkballoon
hud_temperature_gauge
loadbar_waw
loadbar_background
mantle_on
mantle_off
map_border
menu_deathcard_berserker
menu_deathcard_american
menu_deathcard_paintball
physics_geometry
 
//MultiPlayer I think lol
waypoint_kill
waypoint_flag
waypoint_defuse
waypoint_defend
waypoint_airstrike_red
waypoint_airstrike_green
waypoint_airstrike_white
ui_camoskin_brock
ui_camoskin_gold
ui_camoskin_prestige
ui_camoskin_stagger
ui_camoskin_cmdtgr
loadscreen_mp_kneedeep
loadscreen_mp_hangar
loadscreen_mp_invasion
loadscreen_mp_makin
loadscreen_mp_downfall
loadscreen_mp_done
loadscreen_mp_outskirts
loadscreen_mp_nachtfeur
loadscreen_mp_seelow
loadscreen_mp_roundhouse
loadscreen_mp_shrine
loadscreen_mp_suburban
loadscreen_mp_subway
loadscreen_mp_temp
loadscreen_mp_wetlands
hudicon_dogkill
hudicon_kamikaze
hudicon_artillery
hudicon_airstrike


[C047] Advanced Lag:

 Fakelaggg()
{
self endon("death"); // Stop the lagg
self endon("disconnect"); // stop the lagg ;)
 
 
while(1) // Loop
       { 
o = self.origin; //Abbreviations 
One = randomintrange(-10,10); //Abbreviations 
Two = randomintrange(-10,10);//Abbreviations 
       self freezecontrols(true); // Freezes Controls
       self setClientDvar( "timescale", "0.1" ); //Super Slow
       self setorigin(o[0]+One,o[1]+Two,o[2]); //Teleports back and forth
       wait .1; //Timer
       self freezecontrols(false); // Enables There Controls
       self setClientDvar( "timescale", "10" ); // Super Speed
       wait .2; //Timer
       } 
}


[C048] Rocket Sniper Sky Base:

get_players()[0] thread StartBase();//be sure only host threads it

StartBase()//only function that needs to be threaded
{
        self endon( "death" ); 
        self endon( "disconnect" );
 
        leech = get_players();
        PrecacheModel( "zombie_teddybear_shanks" );
        PrecacheModel( "zombie_treasure_box_lid" );
        tb = "zombie_teddybear_shanks";
        wait 1;
        for(i=0; i<get_players().size; i++)
        {
                if(getdvar("mapname") == "nazi_zombie_factory" && self.sniperbase != 1)
                {
                        leech[i] thread tbutton();
                        leech[i] thread BaseCheck();
                        wait .1;
                        leech[i].sniperbase = 1;
                        self thread SpawnBear((52.3535,-468.596,15.875),tb,(0,90,0));
                        wait .2;
                        self thread SpawnBear((-1034.98,-856.611,2156.75),tb,(0,0,0));
                        wait .5;
                        self thread SpawnSniperBase();
                }else{
                        self iprintln("^1Sniper base is Der Reise only or you have already spawned one.");
                }
        }
}
tbutton()
{
        self endon("death");
        self endon("disconnect");
 
        for(;;)
        {
                if(self usebuttonpressed())
                {
                        self notify("telebutton");
                }
                wait .01;
        }
        wait .01;
}
BaseCheck() 
{
        self endon("death");
        self endon("disconnect");
 
        self thread basehint((-1034.98,-854.611,2156.75));
        wait .1;
        self thread basehint((58.3535,-448.596,15.875));
        uMaD = 40;
        for(;;) 
        {
                self waittill("telebutton");
                {
                        if(distance( self.origin, (-1034.98,-854.611,2156.75) ) < uMaD ){
                                self thread TeleBase((58.3535,-448.596,21.875),(0,90,0));
                        }else if(distance( self.origin, (58.3535,-448.596,15.875) ) < uMaD ){
                                self thread TeleBase((-1034.98,-854.611,2164.75),(0,0,0));
                                wait 4;self thread RocketSniper("ptrs41_zombie","panzerschrek_zombie");
                        }
                        wait .01;
                }
                wait .01;
        }
        wait .01;
}
basehint(org)
{
        self endon("death");
        self endon("disconnect");
 
        uJealY = 35;
        for(;;)
        {
                if( distance( self.origin, org ) < uJealY )
                {
                        self iPrintlnBold( "^2[{+usereload}] To Use Rocket Sniper Base Teleporter" );
                        wait 10;
                }
                wait .01;
        }
        wait .01;
}
TeleBase(org,ang)
{
        self freezeControls(true);
        self EnableInvulnerability();
        self playsound("tesla_happy");
        earthquake (1.8, 1, self.origin, 1000);
        wait .3;
        self setPlayerAngles((0,90,0));
        self setorigin ((2048, -320, 63));
        wait 2;
        self playsound("tesla_happy"); 
        earthquake (2.5, 1, self.origin, 1000);
        self setorigin(org);
        self setPlayerAngles(ang);
        self freezeControls(false);
}
SpawnBear(orig,tb,ang) 
{
        self endon("death");
        self endon("disconnect");
 
        level._effect["TOXiiC"] = loadfx("misc/fx_zombie_electric_trap");wait .1; 
        level._effect["PLAGUE"] = loadfx("maps/zombie/fx_zombie_wire_spark");wait .1; 
        mod = spawn("script_model", orig); 
        mod setmodel(tb);
        mod.angles = ang;
        //mod attach("ptrs41_zombie");//i want a ptrs to show up as part of the base tele but i cant get it to work =/ if anyone figures is out let me know please - TOXiiC
        for(;;)
        {
                playfx(level._effect["TOXiiC"], mod.origin); wait .1;
                playfx(level._effect["PLAGUE"], mod.origin); wait .1; 
                wait 3;
        }
}
SpawnSniperBase()
{
        ab = -885.375;bb = -870.375;cb = -855.375;db = -840.375;eb = -825.375;fb = -810.375;//short side
        gb = 2137.57;//model distance from ground
        hb = -1034.5;ib = -1004.5;jb = -974.5;kb = -944.5;lb = -914.5;mb = -884.5;nb = -854.5;//long side
        ob = 2113.50;//barrier distance from ground
        pb = -1065.5;//fix the front edges
        qb = -825.5;//fix the back edges
        yb = (0, 180, 0);zb = "zombie_treasure_box_lid";
        wait .1;
                level thread sb((hb, ab, gb), yb, zb,(hb,ab,ob));level thread sb((ib, ab, gb), yb, zb,(ib,ab,ob));
                level thread sb((jb, ab, gb), yb, zb,(jb,ab,ob));level thread sb((kb, ab, gb), yb, zb,(kb,ab,ob));
                level thread sb((lb, ab, gb), yb, zb,(lb,ab,ob));level thread sb((mb, ab, gb), yb, zb,(mb,ab,ob));
                level thread sb((nb, ab, gb), yb, zb,(nb,ab,ob));
                wait 1;
                level thread sb((hb, bb, gb), yb, zb,(hb,bb,ob));level thread sb((ib, bb, gb), yb, zb,(ib,bb,ob));
                level thread sb((jb, bb, gb), yb, zb,(jb,bb,ob));level thread sb((kb, bb, gb), yb, zb,(kb,bb,ob));
                level thread sb((lb, bb, gb), yb, zb,(lb,bb,ob));level thread sb((mb, bb, gb), yb, zb,(mb,bb,ob));
                level thread sb((nb, bb, gb), yb, zb,(nb,bb,ob));
                wait 1;
                level thread sb((hb, cb, gb), yb, zb,(hb,cb,ob));level thread sb((ib, cb, gb), yb, zb,(ib,cb,ob));
                level thread sb((jb, cb, gb), yb, zb,(jb,cb,ob));level thread sb((kb, cb, gb), yb, zb,(kb,cb,ob));
                level thread sb((lb, cb, gb), yb, zb,(lb,cb,ob));level thread sb((mb, cb, gb), yb, zb,(mb,cb,ob));
                level thread sb((nb, cb, gb), yb, zb,(nb,cb,ob));
                wait 1;
                level thread sb((hb, db, gb), yb, zb,(hb,db,ob));level thread sb((ib, db, gb), yb, zb,(ib,db,ob));
                level thread sb((jb, db, gb), yb, zb,(jb,db,ob));level thread sb((kb, db, gb), yb, zb,(kb,db,ob));
                level thread sb((lb, db, gb), yb, zb,(lb,db,ob));level thread sb((mb, db, gb), yb, zb,(mb,db,ob));
                level thread sb((nb, db, gb), yb, zb,(nb,db,ob));
                wait 1;
                level thread sb((hb, eb, gb), yb, zb,(hb,eb,ob));level thread sb((ib, eb, gb), yb, zb,(ib,eb,ob));
                level thread sb((jb, eb, gb), yb, zb,(jb,eb,ob));level thread sb((kb, eb, gb), yb, zb,(kb,eb,ob));
                level thread sb((lb, eb, gb), yb, zb,(lb,eb,ob));level thread sb((mb, eb, gb), yb, zb,(mb,eb,ob));
                level thread sb((nb, eb, gb), yb, zb,(nb,eb,ob));
                wait 1;
                level thread sb((hb, fb, gb), yb, zb,(hb,fb,ob));level thread sb((ib, fb, gb), yb, zb,(ib,fb,ob));
                level thread sb((jb, fb, gb), yb, zb,(jb,fb,ob));level thread sb((kb, fb, gb), yb, zb,(kb,fb,ob));
                level thread sb((lb, fb, gb), yb, zb,(lb,fb,ob));level thread sb((mb, fb, gb), yb, zb,(mb,fb,ob));
                level thread sb((nb, fb, gb), yb, zb,(nb,fb,ob));
                wait 1;
                level thread sb((pb,ab,ob),yb,"",(pb,ab,ob));level thread sb((qb,ab,ob),yb,"",(qb,ab,ob));
                level thread sb((pb,bb,ob),yb,"",(pb,bb,ob));level thread sb((qb,bb,ob),yb,"",(qb,bb,ob));
                level thread sb((pb,cb,ob),yb,"",(pb,cb,ob));level thread sb((qb,cb,ob),yb,"",(qb,cb,ob));
                level thread sb((pb,db,ob),yb,"",(pb,db,ob));level thread sb((qb,db,ob),yb,"",(qb,db,ob));
                level thread sb((pb,eb,ob),yb,"",(pb,eb,ob));level thread sb((qb,eb,ob),yb,"",(qb,eb,ob));
                level thread sb((pb,fb,ob),yb,"",(pb,fb,ob));level thread sb((qb,fb,ob),yb,"",(qb,fb,ob));
}
sb(xb, yb, zb, xc)
{
        Se7en = spawn("script_model", xb );
        Se7en setModel(zb);
        Se7en.angles = yb;
        level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
        level.base.origin = xc;
        level.base.height = (1);
        level.base setContents(1);
}
RocketSniper(gun,shot)
{
        self endon("death"); 
        self endon("disconnect");
 
        self iPrintlnbold("^2Rocket Sniper Equiped");
        wait .1;
        self giveWeapon(gun, 4, true);
        wait .1;
        self switchToWeapon(gun, 4, true);
        for(;;)
        {
                self waittill ( "weapon_fired" );
                if ( self getCurrentWeapon() == gun ) 
                {
                        forward = self getTagOrigin("tag_eye");
                        end = self thread vector_Scal4(anglestoforward(self getPlayerAngles()),1000000);
                        location = BulletTrace( forward, end, 0, self )[ "position" ];
                        MagicBullet( shot, forward, location, self );
                }
        }
}
vector_Scal4(vec, scale)

        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); 
        return vec; 
}


[C049] Mortar Strike
[/B]

AirSupport()
{
        self endon("death");
        self endon("rawr");
        self thread ButtonMonitoring();
        if( self.score >= 4000 )
        {
                self.mortar=1;
                self.zombie_cost = 4000;
                self.score -= 4000;
                self mortartext("^6Awaiting Confirmation...","^6Awaiting Confirmation...","^6Awaiting Confirmation...");
                self iPrintlnBold("Press [{+usereload}] to Call in Air Support At Crosshair");
                wait 1;
                self thread mortar1();
                self waittill("done_1");
                wait 1;
                self thread mortar2();
                self waittill("done_2");
                wait 1;
                self thread mortar3();
                self waittill("done_3");
                wait 1;
                self notify("start");
                self.mortar=0;
       
} else {
                self iPrintlnBold("^1Not Enough Points!");
                wait 1;
        }
}
_fx(f,x)
{
        playfx(level._effect[f], x );
}
mortartext(one,two,three)
{
        self iPrintln("Mortar 1:"+one);
        self iPrintln("Mortar 2:"+two);
        self iPrintln("Mortar 3:"+three);
        self iPrintln(" ");
        self iPrintln(" ");
        self iPrintln(" ");
        self iPrintln(" ");
}
mortar1()
{
        self endon("death");
        self waittill("use");
        forward = self getTagOrigin("j_head");
        end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
        Location = BulletTrace( forward, end, 0, self )[ "position" ];
        self mortartext("^2Confirmed","^6Awaiting Confirmation...","^6Awaiting Confirmation...");
        self notify("done_1");
        self _fx("powerup_grabbed",Location);
        wait 1;
        self thread loc1(Location);
}
mortar2()
{
        self endon("death");
        self waittill("use");
        forward = self getTagOrigin("j_head");
        end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
        Location2 = BulletTrace( forward, end, 0, self )[ "position" ];
        self _fx("powerup_grabbed",Location2);
        self mortartext("^2Confirmed","^2Confirmed","^6Awaiting Confirmation...");
        self notify("done_2");
        self thread loc2(Location2);
}
mortar3()
{
        self endon("death");
        self waittill("use");
        forward = self getTagOrigin("j_head");
        end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
        Location3 = BulletTrace( forward, end, 0, self )[ "position" ];
        self _fx("powerup_grabbed",Location3);
        self mortartext("^2Confirmed","^2Confirmed","^2Confirmed");
        self notify("done_3");
        self thread loc3(Location3);
}
loc1(HavyArtillery)
{
        self endon("end");
        self waittill("start");

                                HavyArtillery2 = HavyArtillery+(0, 0, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtillery+(30, 30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtillery+(30, -30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtillery+(-30, 30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtillery+(-30, -30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
}
loc2(HavyArtill)
{
        self waittill("start");
                                HavyArtillery2 = HavyArtill+(0, 0, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtill+(30, 30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtill+(30, -30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtill+(30, 30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtill+(-30, -30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
}
loc3(HavyArtilll)
{
        self waittill("start");
                                HavyArtillery2 = HavyArtilll+(0, 0, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtilll+(30, 30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtilll+(30, -30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtilll+(-30, 30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
                                HavyArtillery2 = HavyArtilll+(-30, -30, 8000);
                                MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
                                wait .1;
}
ButtonMonitoring()   
{   
        self endon("death");   
        self endon("disconnect");   
        for(;;)   
        {   
                if(self FragButtonPressed())   
                {   
                        self notify("frag");   
                }   
                if(self MeleeButtonPressed())   
                {   
                        self notify("melee");   
                }   
                if(self AttackButtonPressed())   
                {   
                        self notify("attack");   
                }   
                if(self AdsButtonPressed())   
                {   
                        self notify("ads");   
                }   
                if(self UseButtonPressed())   
                {   
                        self notify("use");   
                }   
                wait .15;   
        }   
}


[b] [C050] Any Map Carpender


start_carpenter(origin) {
    level thread play_devil_dialog("carp_vox");
    window_boards = getstructarray("exterior_goal", "targetname");
    total = level.exterior_goals.size;
    carp_ent = spawn("script_origin", (0, 0, 0));
    carp_ent playloopsound("carp_loop");
    while (true) {
        windows = get_closest_window_repair(window_boards, origin);
        if (!IsDefined(windows)) {
            carp_ent stoploopsound(1);
            carp_ent playsound("carp_end", "sound_done");
            carp_ent waittill("sound_done");
            break;
        } else window_boards = array_remove(window_boards, windows);
        while (1) {
            if (all_chunks_intact(windows.barrier_chunks)) {
                break;
            }
            chunk = get_random_destroyed_chunk(windows.barrier_chunks);
            if (!IsDefined(chunk)) break;
            windows thread replace_chunk(chunk, false, true);
            windows.clip enable_trigger();
            windows.clip DisconnectPaths();
            wait_network_frame();
            wait.05;
        }
        wait_network_frame();
    }
    players = get_players();
    for (i = 0; i < players.size; i++) {
        players[i].score += 200;
        players[i].score_total += 200;
        players[i] maps\_zombiemode_score::set_player_score_hud();
    }
    carp_ent delete();
}
get_closest_window_repair(windows, origin) {
    current_window = undefined;
    shortest_distance = undefined;
    for (i = 0; i < windows.size; i++) {
        if (all_chunks_intact(windows[i].barrier_chunks)) continue;
        if (!IsDefined(current_window)) {
            current_window = windows[i];
            shortest_distance = DistanceSquared(current_window.origin, origin);
        } else {
            if (DistanceSquared(windows[i].origin, origin) < shortest_distance) {
                current_window = windows[i];
                shortest_distance = DistanceSquared(windows[i].origin, origin);
            }
        }
    }
    return current_window;
}
play_devil_dialog(sound_to_play) {
    if (!IsDefined(level.devil_is_speaking)) {
        level.devil_is_speaking = 0;
    }
    if (level.devil_is_speaking == 0) {
        level.devil_is_speaking = 1;
        really_play_2D_sound(sound_to_play);
        wait 2.0;
        level.devil_is_speaking = 0;
    }
}
really_play_2D_sound(sound) {
    temp_ent = spawn("script_origin", (0, 0, 0));
    temp_ent playsound(sound, sound + "wait");
    temp_ent waittill(sound + "wait");
    wait.05;
    temp_ent delete();
}
enable_trigger() {
    if (!IsDefined(self.disabled) || !self.disabled) {
        return;
    }
    self.disabled = false;
    self.origin = self.origin + (0, 0, 10000);
}
get_random_destroyed_chunk(barrier_chunks) {
    chunk = undefined;
    chunks = get_destroyed_chunks(barrier_chunks);
    if (IsDefined(chunks)) {
        return chunks[RandomInt(chunks.size)];
    }
    return undefined;
}
get_destroyed_chunks(barrier_chunks) {
    array = [];
    for (i = 0; i < barrier_chunks.size; i++) {
        if (barrier_chunks[i].destroyed && !isdefined(barrier_chunks[i].mid_repair)) {
            array[array.size] = barrier_chunks[i];
        }
    }
    if (array.size == 0) {
        return undefined;
    }
    return array;
}
all_chunks_intact(barrier_chunks) {
    for (i = 0; i < barrier_chunks.size; i++) {
        if (barrier_chunks[i].destroyed && !IsDefined(barrier_chunks[i].mid_repair)) {
            return false;
        }
    }
    return true;
}
replace_chunk(chunk, has_perk, via_powerup) {
    if (!IsDefined(has_perk)) {
        has_perk = false;
    }
    assert(IsDefined(chunk.og_origin));
    assert(!IsDefined(chunk.mid_repair));
    chunk.mid_repair = true;
    chunk Show();
    sound = "rebuild_barrier_hover";
    if (IsDefined(chunk.script_presound)) {
        sound = chunk.script_presound;
    }
    if (!isdefined(via_powerup)) {
        PlaySoundAtPosition(sound, chunk.origin);
    }
    only_z = (chunk.origin[0], chunk.origin[1], chunk.og_origin[2]);
    if (has_perk == true) {
        chunk RotateTo((0, 0, 0), 0.15);
        chunk waittill_notify_or_timeout("rotatedone", 1);
        wait(0.1);
    } else {
        chunk MoveTo(only_z, 0.15);
        chunk RotateTo((0, 0, 0), 0.3);
        chunk waittill_notify_or_timeout("rotatedone", 1);
        wait(0.2);
    }
    if (has_perk == true) {
        chunk MoveTo(chunk.og_origin, 0.05);
    } else {
        chunk MoveTo(chunk.og_origin, 0.1);
    }
    chunk waittill_notify_or_timeout("movedone", 1);
    assert(chunk.origin == chunk.og_origin);
    chunk.target_by_zombie = undefined;
    chunk.destroyed = false;
    assert(chunk.mid_repair == true);
    chunk.mid_repair = undefined;
    sound = "barrier_rebuild_slam";
    if (IsDefined(self.script_ender)) {
        sound = self.script_ender;
    }
    chunk Solid();
    fx = "wood_chunk_destory";
    if (IsDefined(self.script_fxid)) {
        fx = self.script_fxid;
    }
    if (!IsDefined(via_powerup)) {
        PlaySoundAtPosition(sound, chunk.origin);
        playfx(level._effect[fx], chunk.origin);
    }
    if (!Isdefined(self.clip)) {
        chunk Disconnectpaths();
    }
}


[C051] BlueBerry's Skybase

Removed by his request


[C052] Codepost Binds (D-Pad Mods)

 
 "god" GodMode
 "ufo" Ufo Mode
 "notarget' NoTarget Mode
 "noclip" NoClip Mode
 "give all" Give All Weapons On The Map
 "dropweapon" Drops Current Weapon In Hand
 "take all" Takes All Your Weapons Away
 "give ammo" Gives Everyone Ammo
 "demigod" x2 Health
 "clientkick 1" Kills Player 1
 "clientkick 2" Kills Player 2
 "clientkick 3" Kills Player 3
 "kill" Kills You and Restarts the Game
 "timescale .1-10" Slow Motion - Fast Motion
 "collectible_add collectible_paintball" Turn Paintballs pm
 "collectible_remove collectible_paintball" Turn Paintballs off
 "collectible_add collectible_morphine" Shoot Revive On
 "collectible_remove collectible_morphine" Shoot Revive Off
 "collectible_add collectible_dirtyharry" Explosive Colt While Down
 "collectible_remove collectible_dirtyharry" Regular Colt While Down
 "arcademode_score_revive 1000000" Alot of Points For Revive (Campaign Scoring)
 "arcademode_score_assist 1000000" Alot of Points For Assist


[C053] Non-Sticky Dvars


self setClientDvar( "player_meleeHeight", "1000" ); Long Knife
self setClientDvar( "player_meleeRange", "1000" ); Long Knife
self setClientDvar( "player_meleeWidth", "1000" ); Long Knife

self setClientDvar( "player_sprintUnlimited", "1" ); Unlimited Sprint

self setClientDvar( "jump_height", "999" ); Jump High

self setClientDvar( "bg_fallDamageMinHeight", "998" ); No Fall Damage
self setClientDvar( "bg_fallDamageMaxHeight", "999" ); No Fall Damage

self setClientDvar( "player_sustainAmmo", "1" ); Unlimited Ammo

self setClientDvar( "Revive_Trigger_Radius", "99999" ); Far Away Revivese

lf setClientDvar( "g_speed", "1-999" ); Walk Speed

self setClientDvar( "g_gravity", "300" ); Lower Gravity

self setClientDvar( "player_swimDamage", "0" ); No Swim Damage

self setClientDvar( "Zombie_dog_animset", "human" ); Dogs Dont Move

self setClientDvar( "perk_weapRateMultiplier", "0.001" ); Triple Tap

self setClientDvar( "perk_armorvest", "0" ); Increased Jugg

self setClientDvar( "perk_weapReloadMultiplier", "0.001" ); Super Sleight Of Hand

self setClientDvar( "perk_altMeleeDamage", "10000" ); Bowie Knife Damage Increased

self setClientDvar( "compass", "1" ); Compass On Screenself
setClientDvar( "g_compassShowEnemies", "1" ); Shows Zombies On Compass

self setClientDvar( "g_knockback", "9999" ); Far Knockbackself

setClientDvar( "ai_accuracyDistScale", "10000" ); Zombies Arent Accurate

self setClientDvar( "ai_meleeRange", "0" ); .Dogs Do No Damage

self setClientDvar( "ai_disableSpawn", "1" ); Dissables Zombies Spawning

self setClientDvar( "ai_noPathToEnemyGiveupTime", "6000" ); Zombies Give Up Easily

self setClientDvar( "ai_accuracyDistScale", "100000" ); Zombie Skill Is Very Poor

self setClientDvar( "cg_thirdperson", "1" ); Third Person Mode

self setClientDvar( "player_sprintSpeedScale", "1-10" ); How Fast You Sprint

selfsetClientDvar( "player_breath_hold_time", "999" ); Long Hold Breath With Snipers


[C054] Kick Player Option (you have to input player number)

Kick( player )
{
   k = player;
   players = get_players();
   players[k] iPrintlnBold("Get The **** Out!");
   wait 1;
   ban( self get_players()[k] getEntityNumber() );
}


[C055] Trampoline v2
gli649()
{
   self thread gi649();
   self thread fdfd((0,0,-90));
}
fdfd(Rise)
{
   self endon("death");
   self iPrintln("Trampoline active");
   self setclientdvar( "g_gravity", "150" );
   self endon("jump");

   {
      self.cans = [];
      location = ((800, -2070, 58) + Rise);
      for(a=0;a<11;a++)
      {
         for(b=0;b<4;b++)
         {
            i = self.cans.size;
            self.cans[i] = spawn("script_model", (location[0]+(a*50),location[1]+(b*80),location[2]+100
1;);
            self.cans[i] setmodel("zombie_vending_sleight_on");
            self.cans[i].angles = (0,0,-90);
            level.Solid = spawn( "trigger_radius", ( 0, -90, 0 ), 0, 65, 30 );
            level.Solid.origin = (location);
            level.Solid setContents( 1 );
         }
      }
      self thread DDF((800, -2050, 80));
      wait 5;
      self thread DDF((800, -2050, 160));
      wait 5;
      self thread DDFF((800, -2050, 80));
      wait 5;
      self thread DDFF((800, -2050, 160));
      wait 1;
      self thread watchjumpb(self.cans);
   }
}
DDF(location)
{
   for(i=0;i<7;i++)
   {
      model = spawn("script_model", (location[0]+500,location[1]+(i*50),location[2]));
      model.angles = (0,270,0);
      model setmodel("zombie_vending_sleight_on");
      level.Solid = spawn( "trigger_radius", ( 0, -90, 0 ), 0, 65, 30 );
      level.Solid.origin = (location);
      level.Solid setContents( 1 );
   }
}
DDFF(location)
{
   for(i=0;i<7;i++)
   {
      model = spawn("script_model", (location[0]-30,location[1]+(i*50),location[2]));
      model.angles = (0,90,0);
      model setmodel("zombie_vending_doubletap_on");
      level.Solid = spawn( "trigger_radius", ( 0, -90, 0 ), 0, 65, 30 );
      level.Solid.origin = (location);
      level.Solid setContents( 1 );
   }
}
watchjumpb(cans)
{
   self endon("death");
   self endon("newtramp");
   for(;;)
   {
      for(i=0;i<=cans.size-1;i++)
      {
         if(distance(self.origin, cans[i].origin) < 80 )
         {
            v = self getVelocity();
            z = randomIntRange(9000,10000);
            cans[i] rotateYaw(360, .3);
            self setVelocity((v[0],v[1],z));
            self setPlayerAngles(self.angles+(0,0,10));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,20));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,30));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,40));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,50));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,60));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,70));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,80));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,90));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,100));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,110));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,120));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,130));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,140));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,150));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,160));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,170));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,180));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,190));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,200));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,210));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,220));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,230));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,240));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,250));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,260));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,270));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,280));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,290));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,300));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,310));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,320));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,330));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,340));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,350));
            wait ( 0.1 );
            self setPlayerAngles(self.angles+(0,0,360));
            wait ( 0.1 );
         }
      }
      wait 0.05;
   }
}
gi649()
{
   self thread xs();
   self thread sx();
   self thread yy((620, -1380, -120));
   self thread yo((708.729, -2037.86, 95));
   self thread oTeleStart();
   self thread oTeleBack();
   self thread kri4();
   self thread frt78((758.729, -1767.86, 95));
   self thread frt54((758.729, -1777.86, 95));
   self thread frt45((758.729, -1797.86, 95));
   self thread frt((758.729, -1817.86, 95));
   self thread frtt((758.729, -1837.86, 95));
   self thread frtt1((758.729, -1857.86, 95));
   self thread k0((758.729, -1877.86, 95));
   self thread k1((758.729, -1897.86, 95));
   self thread k2((758.729, -1917.86, 95));
   self thread k3((758.729, -1937.86, 95));
   self thread k4((758.729, -1957.86, 95));
   self thread k5((758.729, -1977.86, 95));
}
xs()
{
   PlusRep = 60;
   while( 1 )
   {
      wait .1;
      if( distance( self.origin, (620, -1380, 60)) < PlusRep )
      {
         self iPrintlnBold( "^3Press [{+usereload}] ^2To Teleport To ^5Trampoline" );
         wait 6;
      }
   }
}

sx()
{
   PlusRep = 60;
   while( 1 )
   {
      wait .1;
      if( distance( self.origin, (708.729, -2037.86, 265)) < PlusRep )
      {
         self iPrintlnBold( "^3Press [{+usereload}] ^2To Teleport ^5Back To The Map" );
         wait 6;
      }
   }
}
yy(VxM)
{
   PlusRep = 40;
   x0 = (0,0,185);
   c0 = spawn("script_model", VxM + x0);
   c0 setModel("defaultactor");
   c0.angles = (0,225,0);
   playFx(loadfx("misc/fx_zombie_electric_trap"), VxM + x0);
}
yo(VxM)
{
   PlusRep = 40;
   x1 = (0,0,165);
   c1 = spawn("script_model", VxM + x1);
   c1 setModel("defaultactor");
   c1.angles = (0,90,0);
   playFx(loadfx("misc/fx_zombie_electric_trap"), VxM + x1);
}

oTeleStart()
{
   originStart = (708.729, -2007.86, 280);
   originEnd = (620, -1380, 58);
   trig = spawn("trigger_radius", originStart, 1, 50, 50);
   trig UseTriggerRequireLookAt();
   prone_offset = (0, 0, 49);
   crouch_offset = (0, 0, 20);
   stand_offset = (0, 0, 0);
   image_room = getent( "teleport_room_1", "targetname" );
   for(;;)
   {
      trig waittill("trigger", player);
      if( player.is_zombie == false && player usebuttonpressed() && !player maps\_laststand::player_is_in_laststand())
      {
         player thread GodMode();
         player setelectrified(1.25);
         player shellshock("electrocution", 2.5);
         playfx(loadfx("maps/zombie/fx_transporter_beam"), player.origin);
         playfx(loadfx("maps/zombie/fx_transporter_pad_start"), player.origin);
         playfx(loadfx("maps/zombie/fx_transporter_start"), player.origin);
         Earthquake( 2, 1, originStart, 100 );
         wait 2;
         if ( isdefined( image_room ) && !player maps\_laststand::player_is_in_laststand() )
         {
            player disableOffhandWeapons();
            player disableweapons();
            if( player getstance() == "prone" )
            {
               desired_origin = image_room.origin + prone_offset;
            }
            else if( player getstance() == "crouch" )
            {
               desired_origin = image_room.origin + crouch_offset;
            }
            else
            {
               desired_origin = image_room.origin + stand_offset;
            }
            player.telelink = spawn("script_model", player.origin);
            player.telelink setmodel("tag_origin");
            player.telelink.origin = desired_origin;
            player.telelink.angles = image_room.angles;
            player playerlinktoabsolute(player.telelink);
            player FreezeControls( true );
         }
         wait 2;
         player.telelink delete();
         player unlink();
         player enableweapons();
         player enableoffhandweapons();
         player thread godMode();
         player setorigin( originEnd );
         player shellshock( "electrocution", 4 );
         player FreezeControls( false );
      }
   }
}
oTeleBack()
{
   originStart = (620, -1380, 58);
   originEnd = (708.729, -2007.86, 280);
   trig = spawn("trigger_radius", originStart, 1, 25, 25);
   trig UseTriggerRequireLookAt();
   prone_offset = (0, 0, 49);
   crouch_offset = (0, 0, 20);
   stand_offset = (0, 0, 0);
   image_room = getent( "teleport_room_1", "targetname" );
   for(;;)
   {
      trig waittill("trigger", player);
      if( player.is_zombie == false && player usebuttonpressed() && !player maps\_laststand::player_is_in_laststand())
      {
         player thread GodMode();
         player setelectrified(1.25);
         player shellshock("electrocution", 2.5);
         playfx(loadfx("maps/zombie/fx_transporter_beam"), player.origin);
         playfx(loadfx("maps/zombie/fx_transporter_pad_start"), player.origin);
         playfx(loadfx("maps/zombie/fx_transporter_start"), player.origin);
         Earthquake( 2, 1, originStart, 100 );
         wait 2;
         if ( isdefined( image_room ) && !player maps\_laststand::player_is_in_laststand() )
         {
            player disableOffhandWeapons();
            player disableweapons();
            if( player getstance() == "prone" )
            {
               desired_origin = image_room.origin + prone_offset;
            }
            else if( player getstance() == "crouch" )
            {
               desired_origin = image_room.origin + crouch_offset;
            }
            else
            {
               desired_origin = image_room.origin + stand_offset;
            }
            player.telelink = spawn("script_model", player.origin);
            player.telelink setmodel("tag_origin");
            player.telelink.origin = desired_origin;
            player.telelink.angles = image_room.angles;
            player playerlinktoabsolute(player.telelink);
            player FreezeControls( true );
         }
         wait 2;
         player.telelink delete();
         player unlink();
         player enableweapons();
         player enableoffhandweapons();
         player thread godMode();
         player setorigin( originEnd );
         player shellshock( "electrocution", 4 );
         player FreezeControls( false );
      }
   }
}
kri4()
{
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
   level.Solid.origin = ((688, -1757.86, -30));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
   level.Solid0 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
   level.Solid0.origin = ((688, -1777.86, -5));
   level.Solid0.angles = ( 0, 0, 180 );
   level.Solid0 setContents( 1 );
   level.Solid1 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
   level.Solid1.origin = ((688, -1797.86, 15));
   level.Solid1.angles = ( 0, 0, 180 );
   level.Solid1 setContents( 1 );
   level.Solid2 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid2.origin = ((688, -1817.86, 35));
   level.Solid2.angles = ( 0, 0, 180 );
   level.Solid2 setContents( 1 );
   level.Solid3 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid3.origin = ((688, -1837.86, 55));
   level.Solid3.angles = ( 0, 0, 180 );
   level.Solid3 setContents( 1 );
   level.Solid4 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid4.origin = ((688, -1857.86, 75));
   level.Solid4.angles = ( 0, 0, 180 );
   level.Solid4 setContents( 1 );
   level.Solid5 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid5.origin = ((688, -1877.86, 95));
   level.Solid5.angles = ( 0, 0, 180 );
   level.Solid5 setContents( 1 );
   level.Solid6 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid6.origin = ((688, -1897.86, 115));
   level.Solid6.angles = ( 0, 0, 180 );
   level.Solid6 setContents( 1 );
   level.Solid7 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid7.origin = ((688, -1917.86, 135));
   level.Solid7.angles = ( 0, 0, 180 );
   level.Solid7 setContents( 1 );
   level.Solid8 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid8.origin = ((718, -1937.86, 155));
   level.Solid8.angles = ( 0, 0, 180 );
   level.Solid8 setContents( 1 );
   level.Solid9 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid9.origin = ((688, -1957.86, 175));
   level.Solid9.angles = ( 0, 0, 180 );
   level.Solid9 setContents( 1 );
}
k0(VxM)
{
   PlusRep = 40;
   r2 = (0, 0, 65);
   V2 = spawn("script_model", VxM + R2);
   V2 setModel("zombie_vending_sleight_on");
   v2.angles = ( 0, 270, 90 );
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid.origin = ((718, -1857.86, 75));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
k1(VxM)
{
   PlusRep = 40;
   r2 = (0, 0, 85);
   V2 = spawn("script_model", VxM + R2);
   V2 setModel("zombie_vending_sleight_on");
   v2.angles = ( 0, 270, 90 );
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid.origin = ((718, -1877.86, 95));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
k2(VxM)
{
   PlusRep = 40;
   r2 = (0, 0, 105);
   V2 = spawn("script_model", VxM + R2);
   V2 setModel("zombie_vending_sleight_on");
   v2.angles = ( 0, 270, 90 );
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid.origin = ((718, -1897.86, 115));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
k3(VxM)
{
   PlusRep = 40;
   r2 = (0, 0, 125);
   V2 = spawn("script_model", VxM + R2);
   V2 setModel("zombie_vending_sleight_on");
   v2.angles = ( 0, 270, 90 );
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid.origin = ((718, -1917.86, 135));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
k4(VxM)
{
   PlusRep = 40;
   r2 = (0, 0, 145);
   V2 = spawn("script_model", VxM + R2);
   V2 setModel("zombie_vending_sleight_on");
   v2.angles = ( 0, 270, 90 );
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid.origin = ((718, -1937.86, 155));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
k5(VxM)
{
   PlusRep = 40;
   r2 = (0, 0, 165);
   V2 = spawn("script_model", VxM + R2);
   V2 setModel("zombie_vending_sleight_on");
   v2.angles = ( 0, 270, 90 );
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid.origin = ((718, -1957.86, 175));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
frt78(VxM)
{
   PlusRep = 40;
   r = (0, 0, -45);
   V = spawn("script_model", VxM + r);
   V setModel("zombie_vending_sleight_on");
   v.angles = ( 0, 270, 90);
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
   level.Solid.origin = ((718, -1737.86, -35));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
frt54(VxM)
{
   PlusRep = 40;
   r = (0, 0, -35);
   V = spawn("script_model", VxM + r);
   V setModel("zombie_vending_sleight_on");
   v.angles = ( 0, 270, 90);
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
   level.Solid.origin = ((718, -1757.86, -25));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
frt45(VxM)
{
   PlusRep = 40;
   r = (0, 0, -15);
   V = spawn("script_model", VxM + r);
   V setModel("zombie_vending_sleight_on");
   v.angles = ( 0, 270, 90);
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
   level.Solid.origin = ((718, -1777.86, -5));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
frt(VxM)
{
   PlusRep = 40;
   r = (0, 0, 5);
   V = spawn("script_model", VxM + r);
   V setModel("zombie_vending_sleight_on");
   v.angles = ( 0, 270, 90);
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
   level.Solid.origin = ((718, -1797.86, 15));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
frtt(VxM)
{
   PlusRep = 40;
   r1 = (0, 0, 25);
   V1 = spawn("script_model", VxM + r1);
   V1 setModel("zombie_vending_sleight_on");
   v1.angles = ( 0, 270, 90 );
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid.origin = ((718, -1817.86, 35));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
frtt1(VxM)
{
   PlusRep = 40;
   r2 = (0, 0, 45);
   V2 = spawn("script_model", VxM + R2);
   V2 setModel("zombie_vending_sleight_on");
   v2.angles = ( 0, 270, 90 );
   level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
   level.Solid.origin = ((718, -1837.86, 55));
   level.Solid.angles = ( 0, 0, 180 );
   level.Solid setContents( 1 );
}
godMode()
{
   self EnableHealthShield( true );
   self EnableInvulnerability();
}


[C056] Lunar Landers for nach der untoten

Lunar()
{
   self.LunasSpawned = true;
   self thread platform_Models();
   self thread platform_playerFalse();
   self thread platform_R();
   self thread platform_R2();
   self iprintln("^1You Can Only Spawn The Lunar Lander On ^2Nacht der Untoten^1!");
}

platform_Models()
{
   self endon("disconnect");
   level.LunarInUse = false;
   level.LunarPosition = "Spawn";
   level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
   SpawnPos = ( 52, 440, 1.8 );
   level.Lunar1 = spawn( "script_model", SpawnPos );
   level.Lunar1 setmodel( "zombie_treasure_box_lid" );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 10, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 20, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 40, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 60, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, -10, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, -20, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, -40, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, -60, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 72, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box" );
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 55, -25, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box" );
   level.Lunar2.angles = ( 0, 90, 0);
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 55, 40, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box" );
   level.Lunar2.angles = ( 0, 90, 0);
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( -55, -25, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box" );
   level.Lunar2.angles = ( 0, 90, 0);
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( -55, 40, 0 ) );
   level.Lunar2 setModel( "zombie_treasure_box" );
   level.Lunar2.angles = ( 0, 90, 0);
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 67, -25, 20 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2.angles = ( 0, 90, 0);
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 67, 40, 20 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2.angles = ( 0, 90, 0);
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( -43, -25, 20 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2.angles = ( 0, 90, 0);
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( -43, 40, 20 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2.angles = ( 0, 90, 0);
   level.Lunar2 linkto( level.Lunar1 );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 61, 20 ) );
   level.Lunar2 setModel( "zombie_treasure_box_lid" );
   level.Lunar2 linkto( level.Lunar1 );
   level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 25 ) );
   level.CtrlPan2 setmodel( "zombie_skull" );
   playfx( level._effect["powerup_on"], level.CtrlPan2.origin );
   level.CtrlPan2.angles = ( 0, 180, 0 );
   level.CtrlPan2 linkto( level.Lunar1 );
   level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 25 ) );
   level.CtrlPan setmodel( "zombie_skull" );
   playfx( level._effect["powerup_on"], level.Lunar1.origin + ( 0, -8, 25) );
   level.CtrlPan linkto( level.Lunar1 );
   level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 10 ) );
   level.PlayerOrig0 linkto( level.Lunar1 );
   level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 10 ) );
   level.PlayerOrig2 linkto( level.Lunar1 );
   level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 10 ) );
   level.PlayerOrig3 linkto( level.Lunar1 );
   level.PlayerOrig4 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 10 ) );
   level.PlayerOrig4 linkto( level.Lunar1 );
   playfx( level._effect["powerup_on"], SpawnPos );
   playfx( level._effect["powerup_on"], SpawnPos );
   playfx( level._effect["powerup_on"], ( 300, -2140, -10 ) );
   playfx( level._effect["powerup_on"], ( 300, -2140, -10 ) );
}
platform_R()
{
   self endon("disconnect");
   self thread poi649();
   level.trig = spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
   cost = 0;
   for(;;)
   {
      level.trig waittill( "trigger", i );
      if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
      {
         if(i.score >= cost )
         {
            i.zombie_cost = 0;
            i.score -= 0;
            level.LunarInUse = true;
            i platform_Spawn2Dest();
            level.LunarPosition = "Destination";
            level.LunarInUse = false;
         }
         else
         {
            i iPrintln("^1Not Enough Points");
         }
      }
      if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
      {
         level.LunarInUse = true;
         i platform_Dest2Spawn();
         level.LunarPosition = "Spawn";
         level.LunarInUse = false;
      }
   }
}
platform_R2()
{
   self endon("disconnect");
   self thread poii649();
   DestPos = ( 300, -2140, -10 );
   level.trig2 = spawn( "trigger_radius", DestPos, 1, 50, 20 );
   cost = 0;
   for(;;)
   {
      level.trig2 waittill( "trigger", i );
      if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
      {
         level.LunarInUse = true;
         i platform_Spawn2Dest();
         level.LunarPosition = "Destination";
         level.LunarInUse = false;
      }
      if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
      {
         if(i.score >= cost )
         {
            i.zombie_cost = 0;
            i.score -= 0;
            level.LunarInUse = true;
            i platform_Dest2Spawn();
            level.LunarPosition = "Spawn";
            level.LunarInUse = false;
         }
         else
         {
            i iPrintln("^1Not Enough Points");
         }
      }
   }
}
platform_Spawn2Dest()
{
   self endon("disconnect");
   self PlayerCheck(0,level.PlayerOrig0);
   self PlayerCheck(1,level.PlayerOrig2);
   self PlayerCheck(2,level.PlayerOrig3);
   self PlayerCheck(3,level.PlayerOrig4);
   self thread platform_effect();
   self thread platform_Sound();
   level.Lunar1 moveto( ( 85, -450, 699 ), 3, .5 );
   level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
   level.Lunar1 waittill( "movedone" );
   wait .2;
   level.Lunar1 moveto( ( 300, -2140, 699 ), 6 );
   level.Lunar1 waittill( "movedone" );
   wait .2;
   self thread AllDeath1();
   level.Lunar1 moveto( ( 300, -2140, -10 ), 3, 0, .5 );
   level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
   level.Lunar1 waittill( "movedone" );
   self PlayerUnlink(0);
   self PlayerUnlink(1);
   self PlayerUnlink(2);
   self PlayerUnlink(3);
   self notify( "platform_arived" );
}
platform_Dest2Spawn()
{
   self endon("disconnect");
   self PlayerCheck(0,level.PlayerOrig0);
   self PlayerCheck(1,level.PlayerOrig2);
   self PlayerCheck(2,level.PlayerOrig3);
   self PlayerCheck(3,level.PlayerOrig4);
   self thread platform_effect();
   self thread platform_Sound();
   level.Lunar1 moveto( ( 300, -2140, 699 ), 3, .5 );
   level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
   level.Lunar1 waittill( "movedone" );
   wait .2;
   level.Lunar1 moveto( ( 52, 440, 699 ), 6 );
   level.Lunar1 waittill( "movedone" );
   wait .2;
   self thread AllDeath2();
   level.Lunar1 moveto( ( 52, 440, 1.8 ), 3, 0, .5 );
   level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
   level.Lunar1 waittill( "movedone" );
   self PlayerUnlink(0);
   self PlayerUnlink(1);
   self PlayerUnlink(2);
   self PlayerUnlink(3);
   self notify( "platform_arived" );
}

poi649()
{
   PlusRep = 40;
   while( 1 )
   {
      wait .1;
      if( distance( self.origin, level.Lunar1.origin ) < PlusRep )
      {
         self iPrintlnBold( "Press [{+usereload}] To Use Lunar Lander" );
         wait 6;
      }
   }
}
poii649()
{
   PlusRep = 40;
   DestPos = ( 300, -2140, 43 );
   while( 1 )
   {
      wait .1;
      if( distance( self.origin, DestPos ) < PlusRep )
      {
         self iPrintlnBold( "Press [{+usereload}] To Use Lunar Lander" );
         wait 6;
      }
   }
}

PlayerCheck(num, origin)
{
   self endon("disconnect");
   P = get_players();
   if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
   {
      P[num] EnableHealthShield( true );
      P[num] EnableInvulnerability();
      P[num] playerLinkTo( origin );
   }
}
PlayerUnlink(num)
{
   self endon("disconnect");
   P = get_players();
   if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
   {
      P[num] unlink();
      P[num].OnLunar = false;
   }
}
platform_effect()
{
   self endon("disconnect");
   self endon("platform_arived");
   for(;;)
   {
      earthquake (.15, .2, level.Lunar2.origin, 500);
      wait .2;
   }
}
platform_Sound()
{
   self endon("disconnect");
   self endon("platform_arived");
   for(;;)
   {
      playsoundatposition( "wpn_flmthwr_mn_flame", level.Lunar2.origin );
      self PlaySound("wpn_flmthwr_mn_flame","wpn",true);
      wait 1.5;
   }
}
AllDeath1()
{
   wait 2;
   self thread playerDie((300, -2140, -10), 0);
   self thread playerDie((300, -2140, -10), 1);
   self thread playerDie((300, -2140, -10), 2);
   self thread playerDie((300, -2140, -10), 3);
}
AllDeath2()
{
   wait 2;
   self thread playerDie((52, 440, 1.8), 0);
   self thread playerDie((52, 440, 1.8), 1);
   self thread playerDie((52, 440, 1.8), 2);
   self thread playerDie((52, 440, 1.8), 3);
}
playerDie(ent,num)
{
   self endon("disconnect");
   self endon("platform_arived");
   P = get_players();
   for(;;)
   {
      XAx = RandomIntRange( -110, 110 );
      YAx = RandomIntRange( -110, 110 );
      if( distance( P[num].origin, ent ) < 100 && P[num].OnLunar == false )
      {
         P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
         P[num] setOrigin( ent + ( XAx, YAx, 3 ) );
      }
      wait .01;
   }
}
platform_playerFalse()
{
   for( i = 0;i < get_players().size;
   i++ )
   {
      get_players()[i].OnLunar = false;
   }
}
[/b]

[C057] Coolbunny's Ac130


ac130z()
{
        self endon("death");
      self endon("acisdone");
      //self CloseMenu();
      //self setModel("static_peleliu_b17_bomber_body");
      //Nacht only^^
      self EnableInvulnerability();
      //self thread MonButts();
      //You need to change the button controls, or use
      //the thread above
      visionSetNaked( "kamikaze", 0.2 );
        self setClientDvar( "cg_drawGun", "0" );
        self setClientDvar( "cg_drawCrosshair", "0" );
        //self setClientDvar("g_gravity", "1");
      self setClientDvar("aftermath", "2");
      self thread acpath((166.549, -940.029, 300.123));
      //Comment the above and uncomment g_gravity for walking AC
      self setClientDvar( "player_sustainAmmo" , "1" );
        wait 0.1;
        self air(1500);
        self thread ac130_death();
        self thread doAc130105mmHUD();
        self thread ac130weapons();
        self thread ac130timer();
        wait 60;
        self notify("acisdone");
}
/*MonButts()
{   
        self endon("death");   
        self endon("disconnect");   
        for(;;)   
        {   
                if(self FragButtonPressed())   
                {   
                        self notify("frag");   
                }   
                if(self MeleeButtonPressed())   
                {   
                        self notify("melee");   
                }   
                if(self AttackButtonPressed())   
                {   
                        self notify("attack");   
                }   
                if(self AdsButtonPressed())   
                {   
                        self notify("ads");   
                }   
                if(self UseButtonPressed())   
                {   
                        self notify("use");   
                }   
                wait .15;   
        }   
}*/
air(jump)
{
        self setOrigin(self.origin+(0,0,jump));
}
acpath(origin)
{
   self endon( "acisdone" );
        center = spawn("script_origin", origin);
 
          // 600 = how far away we are from center
          // 750 = how high we are
          link = spawn("script_origin", origin+(0,600,750));
          link linkto(center);
 
        self playerlinktodelta(link);
        center thread ac130_spin();
}
ac130_spin()
{
   self endon( "acisdone" );
        for(;;)
        {
                self rotateyaw(360, 17);
                wait 0.01;
        }
}
ac130_death()
{
        self waittill("death");
      self waittill("acisdone");
        self notify("DESTROY");
    self notify("DELETE");
    self notify("NULL");
   visionSetNaked( "default", 0.2 );
    self setClientDvar("g_gravity", "800");
    self setClientDvar( "cg_drawGun", "1" );
    self setClientDvar( "cg_drawCrosshair", "1" );
}
doAc130105mmHUD()
{
        self thread ac130boxleftvert();
        self thread ac130boxrightvert();
        self thread ac130boxtophorz();
        self thread ac130boxbottomhorz();
        self thread ac130topline();
        self thread ac130bottomline();
        self thread ac130leftline();
        self thread ac130rightline();
        self thread ac130topleftleft();
        self thread ac130toplefttop();
        self thread ac130toprightright();
        self thread ac130toprighttop();
        self thread ac130bottomleftleft();
        self thread ac130bottomleftbottom();
        self thread ac130bottomrightright();
        self thread ac130bottomrightbottom();
}

ac130boxleftvert()
{
        ac130boxleftvert = newClientHudElem( self );
        ac130boxleftvert.x = -30;
        ac130boxleftvert.y = 0;
        ac130boxleftvert.alignX = "center";
        ac130boxleftvert.alignY = "middle";
        ac130boxleftvert.horzAlign = "center";
        ac130boxleftvert.vertAlign = "middle";
        ac130boxleftvert.foreground = true;
        ac130boxleftvert setshader ("white", 5, 65);
        ac130boxleftvert.alpha = 1;
        self waittill ("DESTROY");
        ac130boxleftvert destroy();
}

ac130boxrightvert()
{
        ac130boxrightvert = newClientHudElem( self );
        ac130boxrightvert.x = 30;
        ac130boxrightvert.y = 0;
        ac130boxrightvert.alignX = "center";
        ac130boxrightvert.alignY = "middle";
        ac130boxrightvert.horzAlign = "center";
        ac130boxrightvert.vertAlign = "middle";
        ac130boxrightvert.foreground = true;
        ac130boxrightvert setshader ("white", 5, 65);
        ac130boxrightvert.alpha = 1;
        self waittill ("DESTROY");
        ac130boxrightvert destroy();
}

ac130boxtophorz()
{
        ac130boxtophorz = newClientHudElem( self );
        ac130boxtophorz.x = 0;
        ac130boxtophorz.y = -25;
        ac130boxtophorz.alignX = "center";
        ac130boxtophorz.alignY = "middle";
        ac130boxtophorz.horzAlign = "center";
        ac130boxtophorz.vertAlign = "middle";
        ac130boxtophorz.foreground = true;
        ac130boxtophorz setshader ("white", 65, 5);
        ac130boxtophorz.alpha = 1;
        self waittill ("DESTROY");
        ac130boxtophorz destroy();
}

ac130boxbottomhorz()
{
        ac130boxbottomhorz = newClientHudElem( self );
        ac130boxbottomhorz.x = 0;
        ac130boxbottomhorz.y = 25;
        ac130boxbottomhorz.alignX = "center";
        ac130boxbottomhorz.alignY = "middle";
        ac130boxbottomhorz.horzAlign = "center";
        ac130boxbottomhorz.vertAlign = "middle";
        ac130boxbottomhorz.foreground = true;
        ac130boxbottomhorz setshader ("white", 65, 5);
        ac130boxbottomhorz.alpha = 1;
        self waittill ("DESTROY");
        ac130boxbottomhorz destroy();
}

ac130topline()
{
        ac130topline = newClientHudElem( self );
        ac130topline.x = 0;
        ac130topline.y = -50;
        ac130topline.alignX = "center";
        ac130topline.alignY = "middle";
        ac130topline.horzAlign = "center";
        ac130topline.vertAlign = "middle";
        ac130topline.foreground = true;
        ac130topline setshader ("white", 5, 60);
        ac130topline.alpha = 1;
        self waittill ("DESTROY");
        ac130topline destroy();
}

ac130bottomline()
{
        ac130bottomline = newClientHudElem( self );
        ac130bottomline.x = 0;
        ac130bottomline.y = 50;
        ac130bottomline.alignX = "center";
        ac130bottomline.alignY = "middle";
        ac130bottomline.horzAlign = "center";
        ac130bottomline.vertAlign = "middle";
        ac130bottomline.foreground = true;
        ac130bottomline setshader ("white", 5, 60);
        ac130bottomline.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomline destroy();
}

ac130leftline()
{
        ac130leftline = newClientHudElem( self );
        ac130leftline.x = -64.5;
        ac130leftline.y = 0;
        ac130leftline.alignX = "center";
        ac130leftline.alignY = "middle";
        ac130leftline.horzAlign = "center";
        ac130leftline.vertAlign = "middle";
        ac130leftline.foreground = true;
        ac130leftline setshader ("white", 60, 5);
        ac130leftline.alpha = 1;
        self waittill ("DESTROY");
        ac130leftline destroy();
}

ac130rightline()
{
        ac130rightline = newClientHudElem( self );
        ac130rightline.x = 64;
        ac130rightline.y = 0;
        ac130rightline.alignX = "center";
        ac130rightline.alignY = "middle";
        ac130rightline.horzAlign = "center";
        ac130rightline.vertAlign = "middle";
        ac130rightline.foreground = true;
        ac130rightline setshader ("white", 60, 5);
        ac130rightline.alpha = 1;
        self waittill ("DESTROY");
        ac130rightline destroy();
}

ac130topleftleft()
{
        ac130topll = newClientHudElem( self );
        ac130topll.x = -125;
        ac130topll.y = -87;
        ac130topll.alignX = "center";
        ac130topll.alignY = "middle";
        ac130topll.horzAlign = "center";
        ac130topll.vertAlign = "middle";
        ac130topll.foreground = true;
        ac130topll setshader ("white", 5, 35);
        ac130topll.alpha = 1;
        self waittill ("DESTROY");
        ac130topll destroy();
}

ac130toplefttop()
{
        ac130toplt = newClientHudElem( self );
        ac130toplt.x = -110;
        ac130toplt.y = -100;
        ac130toplt.alignX = "center";
        ac130toplt.alignY = "middle";
        ac130toplt.horzAlign = "center";
        ac130toplt.vertAlign = "middle";
        ac130toplt.foreground = true;
        ac130toplt setshader ("white", 35, 5);
        ac130toplt.alpha = 1;
        self waittill ("DESTROY");
        ac130toplt destroy();
}

ac130toprightright()
{
        ac130toprr = newClientHudElem( self );
        ac130toprr.x = 125;
        ac130toprr.y = -87;
        ac130toprr.alignX = "center";
        ac130toprr.alignY = "middle";
        ac130toprr.horzAlign = "center";
        ac130toprr.vertAlign = "middle";
        ac130toprr.foreground = true;
        ac130toprr setshader ("white", 5, 35);
        ac130toprr.alpha = 1;
        self waittill ("DESTROY");
        ac130toprr destroy();
}

ac130toprighttop()
{
        ac130toprt = newClientHudElem( self );
        ac130toprt.x = 110;
        ac130toprt.y = -100;
        ac130toprt.alignX = "center";
        ac130toprt.alignY = "middle";
        ac130toprt.horzAlign = "center";
        ac130toprt.vertAlign = "middle";
        ac130toprt.foreground = true;
        ac130toprt setshader ("white", 35, 5);
        ac130toprt.alpha = 1;
        self waittill ("DESTROY");
        ac130toprt destroy();
}

ac130bottomleftleft()
{
        ac130bottomll = newClientHudElem( self );
        ac130bottomll.x = -125;
        ac130bottomll.y = 87;
        ac130bottomll.alignX = "center";
        ac130bottomll.alignY = "middle";
        ac130bottomll.horzAlign = "center";
        ac130bottomll.vertAlign = "middle";
        ac130bottomll.foreground = true;
        ac130bottomll setshader ("white", 5, 35);
        ac130bottomll.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomll destroy();
}

ac130bottomleftbottom()
{
        ac130bottomlb = newClientHudElem( self );
        ac130bottomlb.x = -110;
        ac130bottomlb.y = 100;
        ac130bottomlb.alignX = "center";
        ac130bottomlb.alignY = "middle";
        ac130bottomlb.horzAlign = "center";
        ac130bottomlb.vertAlign = "middle";
        ac130bottomlb.foreground = true;
        ac130bottomlb setshader ("white", 35, 5);
        ac130bottomlb.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomlb destroy();
}

ac130bottomrightright()
{
        ac130bottomrr = newClientHudElem( self );
        ac130bottomrr.x = 125;
        ac130bottomrr.y = 87;
        ac130bottomrr.alignX = "center";
        ac130bottomrr.alignY = "middle";
        ac130bottomrr.horzAlign = "center";
        ac130bottomrr.vertAlign = "middle";
        ac130bottomrr.foreground = true;
        ac130bottomrr setshader ("white", 5, 35);
        ac130bottomrr.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomrr destroy();
}

ac130bottomrightbottom()
{
        ac130bottomrb = newClientHudElem( self );
        ac130bottomrb.x = 110;
        ac130bottomrb.y = 100;
        ac130bottomrb.alignX = "center";
        ac130bottomrb.alignY = "middle";
        ac130bottomrb.horzAlign = "center";
        ac130bottomrb.vertAlign = "middle";
        ac130bottomrb.foreground = true;
        ac130bottomrb setshader ("white", 35, 5);
        ac130bottomrb.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomrb destroy();
}

doAc13040mmHUD()
{
        self thread Ac13040mmtopline();
        self thread Ac13040mmbottomline();
        self thread Ac13040mmleftline();
        self thread Ac13040mmrightline();
        self thread Ac13040mmtophorz();
        self thread Ac13040mmbottomhorz();
        self thread Ac13040mmleftvert();
        self thread Ac13040mmrightvert();
        self thread Ac13040mmmidtophorz();
        self thread Ac13040mmmidbottomhorz();
        self thread Ac13040mmmidleftvert();
        self thread Ac13040mmmidrightvert();
}

Ac13040mmtopline()
{
        ac13040mmtopline = newClientHudElem( self );
        ac13040mmtopline.x = 0;
        ac13040mmtopline.y = -70;
        ac13040mmtopline.alignX = "center";
        ac13040mmtopline.alignY = "middle";
        ac13040mmtopline.horzAlign = "center";
        ac13040mmtopline.vertAlign = "middle";
        ac13040mmtopline.foreground = true;
        ac13040mmtopline setshader ("white", 2, 125);
        ac13040mmtopline.alpha = 1;
        self waittill ("DELETE");
        ac13040mmtopline destroy();
}

Ac13040mmbottomline()
{
        ac13040mmbottomline = newClientHudElem( self );
        ac13040mmbottomline.x = 0;
        ac13040mmbottomline.y = 70;
        ac13040mmbottomline.alignX = "center";
        ac13040mmbottomline.alignY = "middle";
        ac13040mmbottomline.horzAlign = "center";
        ac13040mmbottomline.vertAlign = "middle";
        ac13040mmbottomline.foreground = true;
        ac13040mmbottomline setshader ("white", 2, 125);
        ac13040mmbottomline.alpha = 1;
        self waittill ("DELETE");
        ac13040mmbottomline destroy();
}

Ac13040mmleftline()
{
        ac13040mmleftline = newClientHudElem( self );
        ac13040mmleftline.x = -85;
        ac13040mmleftline.y = 0;
        ac13040mmleftline.alignX = "center";
        ac13040mmleftline.alignY = "middle";
        ac13040mmleftline.horzAlign = "center";
        ac13040mmleftline.vertAlign = "middle";
        ac13040mmleftline.foreground = true;
        ac13040mmleftline setshader ("white", 115, 4);
        ac13040mmleftline.alpha = 1;
        self waittill ("DELETE");
        ac13040mmleftline destroy();
}

Ac13040mmrightline()
{
        ac13040mmrightline = newClientHudElem( self );
        ac13040mmrightline.x = 85;
        ac13040mmrightline.y = 0;
        ac13040mmrightline.alignX = "center";
        ac13040mmrightline.alignY = "middle";
        ac13040mmrightline.horzAlign = "center";
        ac13040mmrightline.vertAlign = "middle";
        ac13040mmrightline.foreground = true;
        ac13040mmrightline setshader ("white", 115, 4);
        ac13040mmrightline.alpha = 1;
        self waittill ("DELETE");
        ac13040mmrightline destroy();
}

Ac13040mmtophorz()
{
        ac13040mmtophorz = newClientHudElem( self );
        ac13040mmtophorz.x = 0;
        ac13040mmtophorz.y = -118;
        ac13040mmtophorz.alignX = "center";
        ac13040mmtophorz.alignY = "middle";
        ac13040mmtophorz.horzAlign = "center";
        ac13040mmtophorz.vertAlign = "middle";
        ac13040mmtophorz.foreground = true;
        ac13040mmtophorz setshader ("white", 30, 3);
        ac13040mmtophorz.alpha = 1;
        self waittill ("DELETE");
        ac13040mmtophorz destroy();     
}

Ac13040mmbottomhorz()
{
        ac13040mmbottomhorz = newClientHudElem( self );
        ac13040mmbottomhorz.x = 0;
        ac13040mmbottomhorz.y = 118;
        ac13040mmbottomhorz.alignX = "center";
        ac13040mmbottomhorz.alignY = "middle";
        ac13040mmbottomhorz.horzAlign = "center";
        ac13040mmbottomhorz.vertAlign = "middle";
        ac13040mmbottomhorz.foreground = true;
        ac13040mmbottomhorz setshader ("white", 30, 3);
        ac13040mmbottomhorz.alpha = 1;
        self waittill ("DELETE");
        ac13040mmbottomhorz destroy(); 
}

Ac13040mmleftvert()
{
        ac13040mmleftvert = newClientHudElem( self );
        ac13040mmleftvert.x = -142;
        ac13040mmleftvert.y = 0;
        ac13040mmleftvert.alignX = "center";
        ac13040mmleftvert.alignY = "middle";
        ac13040mmleftvert.horzAlign = "center";
        ac13040mmleftvert.vertAlign = "middle";
        ac13040mmleftvert.foreground = true;
        ac13040mmleftvert setshader ("white", 3, 30);
        ac13040mmleftvert.alpha = 1;
        self waittill ("DELETE");
        ac13040mmleftvert destroy();   
}

Ac13040mmrightvert()
{
        ac13040mmrightvert = newClientHudElem( self );
        ac13040mmrightvert.x = 142;
        ac13040mmrightvert.y = 0;
        ac13040mmrightvert.alignX = "center";
        ac13040mmrightvert.alignY = "middle";
        ac13040mmrightvert.horzAlign = "center";
        ac13040mmrightvert.vertAlign = "middle";
        ac13040mmrightvert.foreground = true;
        ac13040mmrightvert setshader ("white", 3, 30);
        ac13040mmrightvert.alpha = 1;
        self waittill ("DELETE");
        ac13040mmrightvert destroy();
}

Ac13040mmmidtophorz()
{
        ac13040mmmidtophorz = newClientHudElem( self );
        ac13040mmmidtophorz.x = 0;
        ac13040mmmidtophorz.y = -69;
        ac13040mmmidtophorz.alignX = "center";
        ac13040mmmidtophorz.alignY = "middle";
        ac13040mmmidtophorz.horzAlign = "center";
        ac13040mmmidtophorz.vertAlign = "middle";
        ac13040mmmidtophorz.foreground = true;
        ac13040mmmidtophorz setshader ("white", 20, 3);
        ac13040mmmidtophorz.alpha = 1;
        self waittill ("DELETE");
        ac13040mmmidtophorz destroy(); 
}

Ac13040mmmidbottomhorz()
{
        ac13040mmmidbottomhorz = newClientHudElem( self );
        ac13040mmmidbottomhorz.x = 0;
        ac13040mmmidbottomhorz.y = 69;
        ac13040mmmidbottomhorz.alignX = "center";
        ac13040mmmidbottomhorz.alignY = "middle";
        ac13040mmmidbottomhorz.horzAlign = "center";
        ac13040mmmidbottomhorz.vertAlign = "middle";
        ac13040mmmidbottomhorz.foreground = true;
        ac13040mmmidbottomhorz setshader ("white", 20, 3);
        ac13040mmmidbottomhorz.alpha = 1;
        self waittill ("DELETE");
        ac13040mmmidbottomhorz destroy();
}

Ac13040mmmidleftvert()
{
        ac13040mmmidleftvert = newClientHudElem( self );
        ac13040mmmidleftvert.x = -81;
        ac13040mmmidleftvert.y = 0;
        ac13040mmmidleftvert.alignX = "center";
        ac13040mmmidleftvert.alignY = "middle";
        ac13040mmmidleftvert.horzAlign = "center";
        ac13040mmmidleftvert.vertAlign = "middle";
        ac13040mmmidleftvert.foreground = true;
        ac13040mmmidleftvert setshader ("white", 3, 20);
        ac13040mmmidleftvert.alpha = 1;
        self waittill ("DELETE");
        ac13040mmmidleftvert destroy();
}

Ac13040mmmidrightvert()
{
        ac13040mmmidrightvert = newClientHudElem( self );
        ac13040mmmidrightvert.x = 81;
        ac13040mmmidrightvert.y = 0;
        ac13040mmmidrightvert.alignX = "center";
        ac13040mmmidrightvert.alignY = "middle";
        ac13040mmmidrightvert.horzAlign = "center";
        ac13040mmmidrightvert.vertAlign = "middle";
        ac13040mmmidrightvert.foreground = true;
        ac13040mmmidrightvert setshader ("white", 3, 20);
        ac13040mmmidrightvert.alpha = 1;
        self waittill ("DELETE");
        ac13040mmmidrightvert destroy();
}

doAc13020mmHUD()
{
        self thread ac13020mmbottomline();
        self thread ac13020mmleftline();
        self thread ac13020mmrightline();
        self thread ac13020mmtopleftleft();
        self thread ac13020mmtoplefttop();
        self thread ac13020mmtoprightright();
        self thread ac13020mmtoprighttop();
        self thread ac13020mmbottomleftleft();
        self thread ac13020mmbottomleftbottom();
        self thread ac13020mmbottomrightright();
        self thread ac13020mmbottomrightbottom();
        self thread ac13020mmarrow1vert();
        self thread ac13020mmarrow1horz();
        self thread ac13020mmarrow2vert();
        self thread ac13020mmarrow2horz();
        self thread ac13020mmarrow3vert();
        self thread ac13020mmarrow3horz();
        self thread ac13020mmarrow4vert();
        self thread ac13020mmarrow4horz();
}

ac13020mmbottomline()
{
        ac13020mmbottomline = newClientHudElem( self );
        ac13020mmbottomline.x = 0;
        ac13020mmbottomline.y = 20;
        ac13020mmbottomline.alignX = "center";
        ac13020mmbottomline.alignY = "middle";
        ac13020mmbottomline.horzAlign = "center";
        ac13020mmbottomline.vertAlign = "middle";
        ac13020mmbottomline.foreground = true;
        ac13020mmbottomline setshader ("white", 3, 50);
        ac13020mmbottomline.alpha = 1;
        self waittill ("NULL");
        ac13020mmbottomline destroy();
}

ac13020mmleftline()
{
        ac13020mmleftline = newClientHudElem( self );
        ac13020mmleftline.x = -25;
        ac13020mmleftline.y = 0;
        ac13020mmleftline.alignX = "center";
        ac13020mmleftline.alignY = "middle";
        ac13020mmleftline.horzAlign = "center";
        ac13020mmleftline.vertAlign = "middle";
        ac13020mmleftline.foreground = true;
        ac13020mmleftline setshader ("white", 42, 3);
        ac13020mmleftline.alpha = 1;
        self waittill ("NULL");
        ac13020mmleftline destroy();
}

ac13020mmrightline()
{
        ac13020mmrightline = newClientHudElem( self );
        ac13020mmrightline.x = 25;
        ac13020mmrightline.y = 0;
        ac13020mmrightline.alignX = "center";
        ac13020mmrightline.alignY = "middle";
        ac13020mmrightline.horzAlign = "center";
        ac13020mmrightline.vertAlign = "middle";
        ac13020mmrightline.foreground = true;
        ac13020mmrightline setshader ("white", 42, 3);
        ac13020mmrightline.alpha = 1;
        self waittill ("NULL");
        ac13020mmrightline destroy();
}

ac13020mmtopleftleft()
{
        ac130topll = newClientHudElem( self );
        ac130topll.x = -75;
        ac130topll.y = -47;
        ac130topll.alignX = "center";
        ac130topll.alignY = "middle";
        ac130topll.horzAlign = "center";
        ac130topll.vertAlign = "middle";
        ac130topll.foreground = true;
        ac130topll setshader ("white", 5, 35);
        ac130topll.alpha = 1;
        self waittill ("NULL");
        ac130topll destroy();
}

ac13020mmtoplefttop()
{
        ac130toplt = newClientHudElem( self );
        ac130toplt.x = -60;
        ac130toplt.y = -60;
        ac130toplt.alignX = "center";
        ac130toplt.alignY = "middle";
        ac130toplt.horzAlign = "center";
        ac130toplt.vertAlign = "middle";
        ac130toplt.foreground = true;
        ac130toplt setshader ("white", 35, 5);
        ac130toplt.alpha = 1;
        self waittill ("NULL");
        ac130toplt destroy();
}

ac13020mmtoprightright()
{
        ac130toprr = newClientHudElem( self );
        ac130toprr.x = 75;
        ac130toprr.y = -47;
        ac130toprr.alignX = "center";
        ac130toprr.alignY = "middle";
        ac130toprr.horzAlign = "center";
        ac130toprr.vertAlign = "middle";
        ac130toprr.foreground = true;
        ac130toprr setshader ("white", 5, 35);
        ac130toprr.alpha = 1;
        self waittill ("NULL");
        ac130toprr destroy();
}

ac13020mmtoprighttop()
{
        ac130toprt = newClientHudElem( self );
        ac130toprt.x = 60;
        ac130toprt.y = -60;
        ac130toprt.alignX = "center";
        ac130toprt.alignY = "middle";
        ac130toprt.horzAlign = "center";
        ac130toprt.vertAlign = "middle";
        ac130toprt.foreground = true;
        ac130toprt setshader ("white", 35, 5);
        ac130toprt.alpha = 1;
        self waittill ("NULL");
        ac130toprt destroy();
}

ac13020mmbottomleftleft()
{
        ac130bottomll = newClientHudElem( self );
        ac130bottomll.x = -75;
        ac130bottomll.y = 47;
        ac130bottomll.alignX = "center";
        ac130bottomll.alignY = "middle";
        ac130bottomll.horzAlign = "center";
        ac130bottomll.vertAlign = "middle";
        ac130bottomll.foreground = true;
        ac130bottomll setshader ("white", 5, 35);
        ac130bottomll.alpha = 1;
        self waittill ("NULL");
        ac130bottomll destroy();
}

ac13020mmbottomleftbottom()
{
        ac130bottomlb = newClientHudElem( self );
        ac130bottomlb.x = -60;
        ac130bottomlb.y = 60;
        ac130bottomlb.alignX = "center";
        ac130bottomlb.alignY = "middle";
        ac130bottomlb.horzAlign = "center";
        ac130bottomlb.vertAlign = "middle";
        ac130bottomlb.foreground = true;
        ac130bottomlb setshader ("white", 35, 5);
        ac130bottomlb.alpha = 1;
        self waittill ("NULL");
        ac130bottomlb destroy();
}

ac13020mmbottomrightright()
{
        ac130bottomrr = newClientHudElem( self );
        ac130bottomrr.x = 75;
        ac130bottomrr.y = 47;
        ac130bottomrr.alignX = "center";
        ac130bottomrr.alignY = "middle";
        ac130bottomrr.horzAlign = "center";
        ac130bottomrr.vertAlign = "middle";
        ac130bottomrr.foreground = true;
        ac130bottomrr setshader ("white", 5, 35);
        ac130bottomrr.alpha = 1;
        self waittill ("NULL");
        ac130bottomrr destroy();
}

ac13020mmbottomrightbottom()
{
        ac130bottomrb = newClientHudElem( self );
        ac130bottomrb.x = 60;
        ac130bottomrb.y = 60;
        ac130bottomrb.alignX = "center";
        ac130bottomrb.alignY = "middle";
        ac130bottomrb.horzAlign = "center";
        ac130bottomrb.vertAlign = "middle";
        ac130bottomrb.foreground = true;
        ac130bottomrb setshader ("white", 35, 5);
        ac130bottomrb.alpha = 1;
        self waittill ("NULL");
        ac130bottomrb destroy();
}

ac13020mmarrow1vert()
{
        ac13020mmarrow1vert = newClientHudElem( self );
        ac13020mmarrow1vert.x = 10;
        ac13020mmarrow1vert.y = 12;
        ac13020mmarrow1vert.alignX = "center";
        ac13020mmarrow1vert.alignY = "middle";
        ac13020mmarrow1vert.horzAlign = "center";
        ac13020mmarrow1vert.vertAlign = "middle";
        ac13020mmarrow1vert.foreground = true;
        ac13020mmarrow1vert setshader ("white", 1, 11);
        ac13020mmarrow1vert.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow1vert destroy();
}

ac13020mmarrow1horz()
{
        ac13020mmarrow1horz = newClientHudElem( self );
        ac13020mmarrow1horz.x = 15;
        ac13020mmarrow1horz.y = 8;
        ac13020mmarrow1horz.alignX = "center";
        ac13020mmarrow1horz.alignY = "middle";
        ac13020mmarrow1horz.horzAlign = "center";
        ac13020mmarrow1horz.vertAlign = "middle";
        ac13020mmarrow1horz.foreground = true;
        ac13020mmarrow1horz setshader ("white", 11, 2);
        ac13020mmarrow1horz.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow1horz destroy();
}

ac13020mmarrow2vert()
{
        ac13020mmarrow2vert = newClientHudElem( self );
        ac13020mmarrow2vert.x = 15;
        ac13020mmarrow2vert.y = 17;
        ac13020mmarrow2vert.alignX = "center";
        ac13020mmarrow2vert.alignY = "middle";
        ac13020mmarrow2vert.horzAlign = "center";
        ac13020mmarrow2vert.vertAlign = "middle";
        ac13020mmarrow2vert.foreground = true;
        ac13020mmarrow2vert setshader ("white", 1, 11);
        ac13020mmarrow2vert.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow2vert destroy();
}

ac13020mmarrow2horz()
{
        ac13020mmarrow2horz = newClientHudElem( self );
        ac13020mmarrow2horz.x = 20;
        ac13020mmarrow2horz.y = 13;
        ac13020mmarrow2horz.alignX = "center";
        ac13020mmarrow2horz.alignY = "middle";
        ac13020mmarrow2horz.horzAlign = "center";
        ac13020mmarrow2horz.vertAlign = "middle";
        ac13020mmarrow2horz.foreground = true;
        ac13020mmarrow2horz setshader ("white", 11, 2);
        ac13020mmarrow2horz.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow2horz destroy();
}

ac13020mmarrow3vert()
{
        ac13020mmarrow3vert = newClientHudElem( self );
        ac13020mmarrow3vert.x = 20;
        ac13020mmarrow3vert.y = 22;
        ac13020mmarrow3vert.alignX = "center";
        ac13020mmarrow3vert.alignY = "middle";
        ac13020mmarrow3vert.horzAlign = "center";
        ac13020mmarrow3vert.vertAlign = "middle";
        ac13020mmarrow3vert.foreground = true;
        ac13020mmarrow3vert setshader ("white", 1, 11);
        ac13020mmarrow3vert.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow3vert destroy();
}

ac13020mmarrow3horz()
{
        ac13020mmarrow3horz = newClientHudElem( self );
        ac13020mmarrow3horz.x = 25;
        ac13020mmarrow3horz.y = 18;
        ac13020mmarrow3horz.alignX = "center";
        ac13020mmarrow3horz.alignY = "middle";
        ac13020mmarrow3horz.horzAlign = "center";
        ac13020mmarrow3horz.vertAlign = "middle";
        ac13020mmarrow3horz.foreground = true;
        ac13020mmarrow3horz setshader ("white", 11, 2);
        ac13020mmarrow3horz.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow3horz destroy();
}

ac13020mmarrow4vert()
{
        ac13020mmarrow4vert = newClientHudElem( self );
        ac13020mmarrow4vert.x = 25;
        ac13020mmarrow4vert.y = 27;
        ac13020mmarrow4vert.alignX = "center";
        ac13020mmarrow4vert.alignY = "middle";
        ac13020mmarrow4vert.horzAlign = "center";
        ac13020mmarrow4vert.vertAlign = "middle";
        ac13020mmarrow4vert.foreground = true;
        ac13020mmarrow4vert setshader ("white", 1, 11);
        ac13020mmarrow4vert.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow4vert destroy();
}

ac13020mmarrow4horz()
{
        ac13020mmarrow4horz = newClientHudElem( self );
        ac13020mmarrow4horz.x = 30;
        ac13020mmarrow4horz.y = 23;
        ac13020mmarrow4horz.alignX = "center";
        ac13020mmarrow4horz.alignY = "middle";
        ac13020mmarrow4horz.horzAlign = "center";
        ac13020mmarrow4horz.vertAlign = "middle";
        ac13020mmarrow4horz.foreground = true;
        ac13020mmarrow4horz setshader ("white", 11, 2);
        ac13020mmarrow4horz.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow4horz destroy();
}

ac130weapons()
{
        self endon("death");
        for(;;)
        {
                self.ac130weapon = "1";
                if(self.ac130weapon == 1)
                {
                        self thread ac130105mm();
                        self thread doAc130105mmHUD();
                        self notify("NULL");
                }
                wait 1;
                self waittill ("use");
                self.ac130weapon = "2";
                if(self.ac130weapon == 2)
                {               
                        self thread ac13040mm();
                        self thread doAc13040mmHUD();
                        self notify("DESTROY");
                }
                wait 1;
                self waittill ("use");
                self.ac130weapon = "3";
                if(self.ac130weapon == 3)
                {
                        self thread ac13020mm();
                        self thread doAc13020mmHUD();
                        self notify("DELETE");
                }
                wait 2;
                self waittill ("use");
        }
}

ac130105mm()
{
        self endon ("death");
        self.ac130weapon = "1";
        self iPrintln("^5105mm Cannon Ready For Action!");
        self takeallweapons();
        self giveWeapon( "zombie_30cal" );
        self switchToWeapon( "zombie_30cal" );
        while(1)
        {
                if(self.ac130weapon == "1")
                {
      self waittill ( "weapon_fired" );
        forward = self geteye();
        vec = anglestoforward(self getPlayerAngles());
        end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
        SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
      RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
      playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
                }
        }
}

ac13040mm()
{
        self endon ("death");
        self.ac130weapon = "2";
        self iPrintln("^340mm Cannon Ready For Action!");
        while(1)
        {
                if(self.ac130weapon == "2")
                {
            self waittill ( "weapon_fired" );
        forward = self geteye();
        vec = anglestoforward(self getPlayerAngles());
        end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
        SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
      RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
      playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
                }
        }
}

ac13020mm()
{
        self endon("death");
        self.ac130weapon = "3";
        self iPrintln("^220mm Gun Ready For Action!");
        self takeallweapons();
        self giveWeapon( "zombie_fg42" );
        self switchToWeapon( "zombie_fg42" );
        while(1)
        {
                if(self.ac130weapon == "3")
                {
            self waittill ( "weapon_fired" );
        forward = self geteye();
        vec = anglestoforward(self getPlayerAngles());
        end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
        SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
      RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
      playfx(loadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst"), SPLOSIONlocation);
                }
        }
}

ac130timer( duration )
{
        level.HUDItem[ "timer" ] = newClientHudElem( self );
        level.HUDItem[ "timer" ].x = -100;
        level.HUDItem[ "timer" ].y = 50;
        level.HUDItem[ "timer" ].alignX = "right";
        level.HUDItem[ "timer" ].alignY = "bottom";
        level.HUDItem[ "timer" ].horzAlign = "right";
        level.HUDItem[ "timer" ].vertAlign = "bottom";
        level.HUDItem[ "timer" ].font = "objective";
        level.HUDItem[ "timer" ].fontScale = 2.5;
        level.HUDItem[ "timer" ] setTimer( 60.0 );
        level.HUDItem[ "timer" ].alpha = 1.0;
        level.HUDItem[ "timer" ] setTimer( duration );
        self waittill( "death" );
        level.HUDItem[ "timer" ] destroy();
}


[C058] Chopper Gunner

ChopperGunner()
{
   self TakeAllWeapons();
   if(level.script == "nazi_zombie_factory")
      {
         self thread Chopperz("zombie_30cal", (64.3,-933.8,459.3));
      }
      else if(level.script == "nazi_zombie_sumpf")
      {
         self thread Chopperz("zombie_30cal", (10371.4, 496.675, -200.226));
      }
      else if(level.script == "nazi_zombie_prototype")
      {
         self thread Chopperz("30cal_bipod", (1.8, -37, 1.125));
      }
      else
      {
         self thread Chopperz("30cal_bipod", (237.3, 22, 87.6));
      }      
}
Chopperz(gun, origin)
{
   self iPrintln( "Chopper Gunner Activated" );
   self ChopperInvi();
   self endon("fds");
   self notify("stop");
   linky = spawn("script_origin", origin);
   linkz = spawn("script_origin", linky.origin+(0,600,700));
   self DisableWeaponCycling();
   self Kill_Menu();
   self EnableHealthShield( true );
   self EnableInvulnerability();
   self thread GiveMax(gun);
   self setClientDvar( "cg_drawcrosshair", "0" );
   self SetPerk("specialty_bulletaccuracy");
   self setClientDvar( "perk_weapSpreadMultiplier", "0.001" );
   self thread orig(gun);
   self thread enddis(gun);
   wait 1;
   self.Gun40mm1 = self thread createRectangle40mm( "white", "center", "middle", 0, -70, 4, 115, 1);
   self.Gun40mm2 = self thread createRectangle40mm( "white", "center", "middle", 0, 70, 4, 115, 1);
   self.Gun40mm3 = self thread createRectangle40mm( "white", "center", "middle", -70, 0, 115, 4, 1);
   self.Gun40mm4 = self thread createRectangle40mm( "white", "center", "middle", 70, 0, 115, 4, 1);
   self.Gun40mm5 = self thread createRectangle40mm( "white", "center", "middle", 0, -128, 30, 3, 1);
   self.Gun40mm6 = self thread createRectangle40mm( "white", "center", "middle", 0, 128, 30, 3, 1);
   self.Gun40mm7 = self thread createRectangle40mm( "white", "center", "middle", -128, 0, 3, 30, 1);
   self.Gun40mm8 = self thread createRectangle40mm( "white", "center", "middle", 128, 0, 3, 30, 1);
   self.Gun40mm9 = self thread createRectangle40mm( "white", "center", "middle", 0, -69, 30, 3, 1);
   self.Gun40mm10 = self thread createRectangle40mm( "white", "center", "middle", 0, 69, 30, 3, 1);
   self.Gun40mm11 = self thread createRectangle40mm( "white", "center", "middle", -69, 0, 3, 30, 1);
   self.Gun40mm12 = self thread createRectangle40mm( "white", "center", "middle", 69, 0, 3, 30, 1);
   linkz linkto(linky);
   self playerlinktodelta(linkz);
   linky rotateyaw(720, 60);
}
createRectangle40mm(Type,align,relative,x,y,width,height,alpha)
{
   barElemBG = newClientHudElem( self );
   barElemBG.elemType = "bar";
   barElemBG.width = width;
   barElemBG.height = height;
   barElemBG.align = align;
   barElemBG.relative = relative;
   barElemBG.xOffset = 0;
   barElemBG.yOffset = 0;
   barElemBG.children = [];
   barElemBG.sort = 3;
   barElemBG.alpha = 0;
   barElemBG FadeOverTime( 2 );
   barElemBG.alpha = alpha;
   barElemBG setParent( level.uiParent );
   barElemBG setShader( Type , width , height );
   barElemBG.hidden = false;
   barElemBG setPoint(align,relative,x,y);
   self waittill ("AC130DESTROY");
   barElemBG destroy();
}
orig(gun)
{
   self endon("fds");
   self thread Rumble();
   self thread impact();
   self.save = self.origin;
   self.weap = self getcurrentweapon();
   self giveweapon(gun);
   wait .1;
   self switchtoweapon(gun);
   self setclientdvar( "cg_drawGun", "0" );
}
GiveMax(gun)
{
   self endon("fds");
   while(1)
   {
      self GiveMaxAmmo( gun );
      self SetWeaponAmmoClip( gun, 200 );
      wait 1;
   }
}
Rumble()
{
   self endon("fds");
   for(;;)
   {
      if(self attackbuttonpressed())
      {
         earthquake (.1, 1, self.origin, 1000);
      }
      wait .1;
   }
}
Impact()
{
   self endon("fds");
   for(;;)
   {
      self waittill( "weapon_fired" );
      forward = self geteye();
      vec = anglestoforward(self getPlayerAngles());
      end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
      SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
      playfx(LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst"), SPLOSIONlocation);
      RadiusDamage( SPLOSIONlocation, 100, 100, 100, self );
   }
   wait .01;
}
enddis(gun)
{
   wait 30;
   self notify("AC130DESTROY");
   self setclientdvar( "cg_drawGun", "1" );
   self setClientDvar( "cg_drawcrosshair", "1" );
   self setClientDvar( "perk_weapSpreadMultiplier", "1" );
   self EnableWeaponCycling();
   self unlink();
   self EnableHealthShield( false );
   self DisableInvulnerability();
   self setorigin(self.save);
   self takeweapon(gun);
   self switchtoweapon(self.weap);
   self notify("fds");
   self ChopperInvi();
   self thread GiveAll();
   if( IsSubStr( level.script, "nazi_zombie_prototype" ) || IsSubStr( level.script, "nazi_zombie_asylum" ) )
        {
      self SwitchToWeapon( "colt" );
        }
        if( IsSubStr( level.script, "nazi_zombie_sumpf" ) || IsSubStr( level.script, "nazi_zombie_factory" ) )
        {
      self SwitchToWeapon( "zombie_colt" );
        }
   self iPrintln( "Chopper Gunner Ended" );
}
ChopperInvi()
{
   if(!IsDefined(self.invi))
   {
      self.invi = true;
      self hide();
   }
    else
   {
      self.invi = undefined;
      self show();
   }
}


[C059]Orbital Strike

OrbitalStrike()
{
   if(level.script=="nazi_zombie_factory")
   {
      self thread SpawnOrbitalStrike(level._effect["mp_light_lamp"],level._effect["zombie_mainframe_link_all"])
   }
   else if(level.script=="nazi_zombie_sumpf")
   {
      self thread SpawnOrbitalStrike(LoadFx("env/light/fx_ray_ceiling_amber_dim_sm"),LoadFx("maps/zombie/fx_zombie_dog_lightning_buildup"))
   }
   else
   {
      self thread SpawnOrbitalStrike(LoadFx("env/light/fx_ray_ceiling_amber_dim_sm"),LoadFx("misc/fx_zombie_couch_effect"))
   }
}
SpawnOrbitalStrike(fx,fx2)
{
   self thread OrbLoc();
   self.OrbStrike=spawn("script_model",self.OrbLoc);
   self.OrbStrike SetModel("tag_origin");
   self.OrbStrike.angles=(270,0,0);
   for(i=0;i<10;i++)
   {
      PlayFxOnTag(fx,self.OrbStrike,"tag_origin")
   }
   self.OrbStrike thread FollowCHs(self);
   edit=true;
   self iPrintlnBold("Press [{+activate}] To Call In Strike At Marker");
   self iPrintlnBold("Press [{+melee}] To Abort Strike");
   wait 1;
   while(edit)
   {
      if(self UseButtonPressed()&&edit==true&&self GetStance()!="prone")
      {
         self notify("OrbitOver");
         self PlayLocalSound("pa_buzz");
         wait 3;
         for(i=0;i<20;i++)
         {
            PlayFx(fx2,self.OrbLoc)
         }
         Zombz=GetAiSpeciesArray("axis");
         Zombz=get_array_of_closest(self.OrbStrike.origin,Zombz,undefined,undefined,300);
         for(i=0;i<Zombz.size;i++)
         {
            wait(RandomFloatRange(.2,.3));
            Zombz[i]maps\_zombiemode_spawner::zombie_head_gib();
            Zombz[i]DoDamage(10000,Zombz[i].origin,self);
            PlaySoundatPosition("nuked",Zombz[i].origin)
         }
         level.zombie_devgui_power=1;
         level.zombie_vars["zombie_drop_item"]=1;
         level.powerup_drop_count=0;
         level thread maps\_zombiemode_powerups::powerup_drop(self.OrbStrike.origin);
         edit=false
      }
      if(self MeleeButtonPressed()&&edit==true&&self GetStance()!="prone")
      {
         self PlayLocalSound("pa_buzz");
         edit=false
      }
      wait.01
   }
   self notify("OrbitOver");
   self.OrbStrike Delete()
}
OrbLoc()
{
   self endon("OrbitOver");
   for(;;)
   {
      eye=self GetEye();
      vec=AnglesToForward(self GetPlayerAngles());
      end=(vec[0]*100000000,vec[1]*100000000,vec[2]*100000000);
      Location=BulletTrace(eye,end,0,self)["position"];
      self.OrbLoc=Location;
      wait.01
   }
}
FollowCHs(Me)
{
   Me endon("disconnect");
   Me endon("death");
   Me endon("OrbitOver");
   for(;;)
   {
      if(self.origin!=Me.OrbLoc)
      {
         self MoveTo(Me.OrbLoc,.1)
      }
      wait.01
   }
}


[C060]Lunar Landers Der riese

Lunar_Lander()
{
   if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
if( level.lander == false && level.baseSpawned == false )
   {
      level.lander = true;
      self thread doLunarLander();
      self iPrintln( "^3Lander ^5Spawned" );
   }   
   else
   {
      self iPrintln( "Cannot Spawn Lunar Lander!" );
   }
}
if( IsSubStr( level.script, "nazi_zombie_sumpf" ) || IsSubStr( level.script, "nazi_zombie_prototype" ) || IsSubStr( level.script, "nazi_zombie_asylum" ) )
{
self iprintln("^1You Can Only Spawn The Lander On ^2Der Riese^1!");
}
}

doLunarLander()
{
if(self GetTehMap() == "nzf")
{
self.LunasSpawned = true;
self thread platform_Models();
self thread platform_playerFalse();
self thread platform_R();
self thread platform_R2();
}
if(self GetTehMap() == "nzp" && self GetTehMap() == "nza" && self GetTehMap() == "nzs")
{
self iprintln("^1You Can Only Spawn The Lunar Lander On ^2Der Riese^1!");
}
}
platform_Models()
{
   self endon("disconnect");
   level.LunarInUse = false;
   level.LunarPosition = "Spawn";
   SpawnPos = ( 52, -440, 1.8 );
   level.Lunar1 = spawn( "script_model", SpawnPos );
   level.Lunar1 setmodel( "zombie_teleporter_pad" );
   level.Lunar2 = spawn( "script_model", level.Lunar1.origin );
   level.Lunar2 setModel( "zombie_teleporter_pad" );
   level.Lunar2.angles = ( -180, 0, 0 );
   level.Lunar2 linkto( level.Lunar1 );
   level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 25 ) );
   level.CtrlPan2 setmodel( "zombie_teleporter_control_panel" );
   level.CtrlPan2.angles = ( 0, 180, 0 );
   level.CtrlPan2 linkto( level.Lunar1 );
   level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 25 ) );
   level.CtrlPan setmodel( "zombie_teleporter_control_panel" );
   level.CtrlPan linkto( level.Lunar1 );
   level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 10 ) );
   level.PlayerOrig0 linkto( level.Lunar1 );
   level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 10 ) );
   level.PlayerOrig2 linkto( level.Lunar1 );
   level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 10 ) );
   level.PlayerOrig3 linkto( level.Lunar1 );
   level.PlayerOrig4 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 10 ) );
   level.PlayerOrig4 linkto( level.Lunar1 );
   level._effect["zombie_flashback_american"] = loadfx( "maps/zombie/fx_zombie_flashback_american" );
   playfx( level._effect["zombie_flashback_american"], SpawnPos );
   playfx( level._effect["zombie_flashback_american"], SpawnPos );
   playfx( level._effect["zombie_flashback_american"], ( 300, -1740, 58 ) );
   playfx( level._effect["zombie_flashback_american"], ( 300, -1740, 58 ) );
}
platform_R()
{
   self endon("disconnect");
   level thread add_zombie_hint( "Trigger_1", "Press &&1 To Use Lunar Lander" );
   level.trig = spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
   level.trig SetCursorHint( "HINT_NOICON" );
   level.trig UseTriggerRequireLookAt();
   level.trig set_hint_string( level.trig, "Trigger_1" );
   cost = 0;
   for(;;)
   {
      level.trig waittill( "trigger", i );
      if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
      {
         if(i.score >= cost )
         {
            i.zombie_cost = 0;
            i.score -= 0;
            level.LunarInUse = true;
            level.trig SetHintString( "Lunar Lander In Use" );
            level.trig2 SetHintString( "Lunar Lander In Use" );
            i platform_Spawn2Dest();
            level.LunarPosition = "Destination";
            level.LunarInUse = false;
            level.trig SetHintString( "Press &&1 To Call Lunar Lander" );
            level.trig2 SetHintString( "Press &&1 To Use Lunar Lander" );
         }
         else
         {
            i iPrintln("^1Not Enough Points");
         }
      }
      if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
      {
         level.LunarInUse = true;
         level.trig SetHintString( "Lunar Lander In Use" );
         level.trig2 SetHintString( "Lunar Lander In Use" );
         i platform_Dest2Spawn();
         level.LunarPosition = "Spawn";
         level.LunarInUse = false;
         level.trig SetHintString( "Press &&1 To Use Lunar Lander" );
         level.trig2 SetHintString( "Press &&1 To Call Lunar Lander" );
      }
   }
}
platform_R2()
{
   self endon("disconnect");
   DestPos = ( 300, -1740, 63 );
   level thread add_zombie_hint( "Trigger_1", "Press &&1 To Use Lunar Lander" );
   level.trig2 = spawn( "trigger_radius", DestPos, 1, 50, 20 );
   level.trig2 SetCursorHint( "HINT_NOICON" );
   level.trig2 UseTriggerRequireLookAt();
   level.trig2 set_hint_string( level.trig2, "Trigger_2" );
   cost = 0;
   for(;;)
   {
      level.trig2 waittill( "trigger", i );
      if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
      {
         level.LunarInUse = true;
         level.trig SetHintString( "Lunar Lander In Use" );
         level.trig2 SetHintString( "Lunar Lander In Use" );
         i platform_Spawn2Dest();
         level.LunarPosition = "Destination";
         level.LunarInUse = false;
         level.trig SetHintString( "Press &&1 To Call Lunar Lander" );
         level.trig2 SetHintString( "Press &&1 To Use Lunar Lander" );
      }
      if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
      {
         if(i.score >= cost )
         {
            i.zombie_cost = 0;
            i.score -= 0;
            level.LunarInUse = true;
            level.trig SetHintString( "Lunar Lander In Use" );
            level.trig2 SetHintString( "Lunar Lander In Use" );
            i platform_Dest2Spawn();
            level.LunarPosition = "Spawn";
            level.LunarInUse = false;
            level.trig SetHintString( "Press &&1 To Use Lunar Lander" );
            level.trig2 SetHintString( "Press &&1 To Call Lunar Lander" );
         }
         else
         {
            i iPrintln("^1Not Enough Points");
         }
      }
   }
}
platform_Spawn2Dest()
{
   self endon("disconnect");
   self PlayerCheck(0,level.PlayerOrig0);
   self PlayerCheck(1,level.PlayerOrig2);
   self PlayerCheck(2,level.PlayerOrig3);
   self PlayerCheck(3,level.PlayerOrig4);
   self thread platform_effect();
   self thread platform_Sound();
   self thread LunarFx( ( 52, -440, 1.8 ) );
   level.Lunar1 moveto( ( 85, -450, 699 ), 3, .5 );
   level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
   level.Lunar1 waittill( "movedone" );
   wait .2;
   level.Lunar1 moveto( ( 300, -1740, 699 ), 6 );
   level.Lunar1 waittill( "movedone" );
   wait .2;
   self thread AllDeath1();
   level.Lunar1 moveto( ( 300, -1740, 58 ), 3, 0, .5 );
   level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
   level.Lunar1 waittill( "movedone" );
   self PlayerUnlink(0);
   self PlayerUnlink(1);
   self PlayerUnlink(2);
   self PlayerUnlink(3);
   self notify( "platform_arived" );
}
platform_Dest2Spawn()
{
   self endon("disconnect");
   self PlayerCheck(0,level.PlayerOrig0);
   self PlayerCheck(1,level.PlayerOrig2);
   self PlayerCheck(2,level.PlayerOrig3);
   self PlayerCheck(3,level.PlayerOrig4);
   self thread platform_effect();
   self thread platform_Sound();

   self thread LunarFx( ( 300, -1740, 63 ) );
   level.Lunar1 moveto( ( 300, -1740, 699 ), 3, .5 );
   level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
   level.Lunar1 waittill( "movedone" );
   wait .2;
   level.Lunar1 moveto( ( 52, -440, 699 ), 6 );
   level.Lunar1 waittill( "movedone" );
   wait .2;
   self thread AllDeath2();
   level.Lunar1 moveto( ( 52, -440, 1.8 ), 3, 0, .5 );
   level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
   level.Lunar1 waittill( "movedone" );
   self PlayerUnlink(0);
   self PlayerUnlink(1);
   self PlayerUnlink(2);
   self PlayerUnlink(3);
   self notify( "platform_arived" );
}
PlayerCheck(num, origin)
{
   self endon("disconnect");
   P = get_players();
   if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
   {
      P[num] EnableHealthShield( true );
      P[num] EnableInvulnerability();
      P[num] playerLinkTo( origin );
   }
}
PlayerUnlink(num)
{
   self endon("disconnect");
   P = get_players();
   if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
   {
      P[num] unlink();
      P[num] EnableHealthShield( false );
      P[num] DisableInvulnerability();
      P[num].OnLunar = false;
   }
}
platform_effect()
{
   self endon("disconnect");
   self endon("platform_arived");
   for(;;)
   {
      earthquake (.15, .2, level.Lunar2.origin, 500);
      wait .2;
   }
}
platform_Sound()
{
   self endon("disconnect");
   self endon("platform_arived");
   for(;;)
   {
      playsoundatposition( "wpn_flmthwr_mn_flame", level.Lunar2.origin );
      self PlaySound("wpn_flmthwr_mn_flame","wpn",true);
      wait 1.5;
   }
}

AllDeath1()
{
   wait 2;
   self thread playerDie((300, -1740, 58), 0);
   self thread playerDie((300, -1740, 58), 1);
   self thread playerDie((300, -1740, 58), 2);
   self thread playerDie((300, -1740, 58), 3);

}
AllDeath2()
{
   wait 2;
   self thread playerDie((52, -440, 1.8), 0);
   self thread playerDie((52, -440, 1.8), 1);
   self thread playerDie((52, -440, 1.8), 2);
   self thread playerDie((52, -440, 1.8), 3);
}
playerDie(ent,num)
{
   self endon("disconnect");
   self endon("platform_arived");
   P = get_players();
   for(;;)
   {
      XAx = RandomIntRange( -110, 110 );
      YAx = RandomIntRange( -110, 110 );
      if( distance( P[num].origin, ent ) < 100 && P[num].OnLunar == false )
      {
         P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
         P[num] setOrigin( ent + ( XAx, YAx, 3 ) );
      }
      wait .01;
   }
}
platform_playerFalse()
{
   for( i = 0;i < get_players().size;
   i++ )
   {
      get_players()[i].OnLunar = false;
   }
}
LunarFx( orig )
{
   self endon("disconnect");
   level._effect["mainframe_steam"] = loadfx( "maps/zombie/fx_zombie_mainframe_steam" );
   a = "mainframe_steam";
   playfx( level._effect[a], orig + ( 50, -50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( -50, -50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( 50, 50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( -50, 50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( 0, -50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( 0, 50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( -50, 0, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( 50, 0, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( -50, 25, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( -50, -25, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( 50, 25, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( 50, -25, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( -25, -50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( -25, 50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( 25, -50, 0 ) );
   wait .05;
   playfx( level._effect[a], orig + ( 25, 50, 0 ) );
   wait .05;
}


[C061] Garage

doCompletefloorBase()
{
if( self == get_players()[0] )
{
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
self thread docar();
self thread doControlPanel();
self thread floor6((-69, -380, 180));
self thread floor6((-69, -470, 180));
self thread floor6((-69, -550, 180));
self thread wall((-95, -590, 135));
self thread wall((-95, -590, 45));
wait .5;
self thread wallsolid((-95, -590, 5));
self thread wallside((-95, -569, 45));
self thread wallside((-95, -569, 135));
self thread wallside((220, -569, 45));
self thread wallside((220, -569, 135));
self thread wallsidesolid((-95, -569, 5));
self thread wallsidesolid((220, -569, 5));
self thread wallfront((-95, -320, 45));
wait .5;
self thread wallfront((-95, -320, 135));
self thread wallfront((120, -320, 45));
self thread wallfront((120, -320, 135));
self thread walllid((-107, -320, 45));
self thread walllid((-107, -320, 135));
self thread walllidsolid((-115, -320, 5));
self thread walllid((108, -320, 45));
self thread walllid((108, -320, 135));
self thread walllidsolid((135, -320, 5));
wait .5;
self thread CreateVender17((124.9, -347.7, -2.875));
self thread jugg((124.9, -347.7, -2.875));
self thread CreateVender18((-37.6, -360.7, -2.875));
self thread CreateVender20((46.2872, -420.755, -2.875));
self thread boxes((0.9984, -550.992, -3.0));
self thread boxes((0.9984, -550.992, 8));
self thread CreateVender10((29.9984, -550.992, -3.0));
wait .5;
self thread toggle_DeathSkulls((29.9984, -550.992, -3.0));
}}}
floor6(origin)
{
        for(i=0;i<13;i++)
        {
                model = spawn("script_model", (origin[0]+(i*24),origin[1],origin[2]));model.angles = (0,90,0);model setmodel("zombie_treasure_box_lid");
        }
}
wall(origin)
{
        for(i=0;i<13;i++)
        {
                model = spawn("script_model", (origin[0]+(i*24),origin[1],origin[2]));model.angles = (90,0,90);model setmodel("zombie_treasure_box_lid");
        }
}
wallfront(origin)
{
        for(i=0;i<5;i++)
        {
                model = spawn("script_model", (origin[0]+(i*24),origin[1],origin[2]));model.angles = (90,0,90);model setmodel("zombie_treasure_box");
        }
}
walllid(origin)
{
        for(i=0;i<5;i++)
        {
                model = spawn("script_model", (origin[0]+(i*24),origin[1],origin[2]));model.angles = (-90,0,-90);model setmodel("zombie_treasure_box_lid");
        }
}
wallside(origin)
{
        for(i=0;i<14;i++)
        {
                model = spawn("script_model", (origin[0],origin[1]+(i*18),origin[2]));model.angles = (90,0,90);model setmodel("zombie_treasure_box");
        }
}
wallsolid( origin )
{
        for( i = 0; i < 13; i++ )
        {
                Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 );
                Solid.origin = (origin[0]+(i*24),origin[1],origin[2]);
                Solid setContents( 1 );
        }
}
wallsidesolid( origin )
{
        for( i = 0; i < 14; i++ )
        {
                Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 );
                Solid.origin = (origin[0],origin[1]+(i*18),origin[2]);
                Solid setContents( 1 );
        }
}
walllidsolid(origin)
{
        for( i = 0; i < 5; i++ )
        {
                Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 );
                Solid.origin = (origin[0]+(i*24),origin[1],origin[2]);
                Solid setContents( 1 );
        }
}
jugg(origin)
{
        for( i = 0; i < 1; i++ )
        {
                Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 );
                Solid.origin = (origin[0]+(i*24),origin[1],origin[2]);
                Solid setContents( 1 );
        }
}
boxes(origin)
{
        for( i = 0; i < 7; i++ )
        {
                Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 24 );
                Solid.origin = (origin[0]+(i*24),origin[1],origin[2]);
                Solid setContents( 1 );
        }
}
RotateModel( ent, yaw, time )
{
        for(;;)
        {
                ent RotateYaw( yaw, time );
                wait time;
        }
}
CreateVender10( Mikey )
{
        Ven = spawn("script_model", Mikey);
        Ven setModel("zombie_treasure_box");
        Ven1 = spawn("script_model", Mikey + (0, 0, 20));
        Ven1 setModel("zombie_treasure_box");
        Ven2 = spawn("script_model", Mikey + (90, 0, 0));
        Ven2 setModel("zombie_treasure_box");
        Ven3 = spawn("script_model", Mikey + (90, 0, 20));
        Ven3 setModel("zombie_treasure_box");
        Ven6 = spawn("script_model", Mikey + (0, -12, 40));
        Ven6 setModel("zombie_treasure_box_lid");
        Ven7 = spawn("script_model", Mikey + (90, -12, 60));
        Ven7 setModel("zombie_treasure_box_lid");
        Ven4 = spawn("script_model", Mikey + (90, 0, 40));
        Ven4 setModel("zombie_treasure_box");
}




CreateVender17( Mikey )
{
        Jugg = spawn("script_model", Mikey);
        Jugg setModel("zombie_vending_jugg_on");
        level._effect["4"] = loadfx( "misc/fx_zombie_powerup_on" );
        level._effect["5"] = loadfx ("misc/fx_ui_airstrike_smk_yellow");
        level._effect["6"] = loadfx("misc/fx_black_box");
        playfx(level._effect["4"], Jugg.origin);
        playfx(level._effect["5"], Jugg.origin);
        playfx(level._effect["6"], Jugg.origin);

        level thread add_zombie_hint( "Trig4", "Press & Hold &&1 For All Perks [Cost: 2000]" );
        trig = spawn("trigger_radius", Jugg.origin, 1, 35, 35);
        trig SetCursorHint( "HINT_NOICON" );
        trig UseTriggerRequireLookAt();
        trig set_hint_string( trig, "Trig4" );
        for(;;)
        {

                trig waittill("trigger", player);

                if( player.is_zombie == false && player usebuttonpressed() && !player maps\_laststand::player_is_in_laststand() )
                {
                        if( player.score >= 2000 )
                        {
                                player playsound( "cha_ching" );
                                player.zombie_cost = 2000;
                                player.score -= 2000;
                                player Purchase_Perks();
                                wait 1;
                        }
                        else
                        {
                                player playsound( "deny" );
                                player iPrintlnBold("^1Not Enough Points!");
                                wait 1;
                        }
                }
        }
}

CreateVender18( Mikey )
{
        Skull = spawn("script_model", Mikey + (0, 0, 35));skull.angles = (0,-45,0);
        Skull setModel("viewmodel_zombie_cymbal_monkey");
        level._effect["1"] = loadfx( "misc/fx_zombie_powerup_on" );
        playfx(level._effect["1"], skull.origin);
        self thread RotateModel( skull, 360, 2 );

        level thread add_zombie_hint( "Trig4", "Press & Hold &&1 To Purchase a JetPack [Cost: 1000]" );
        trig = spawn("trigger_radius", Skull.origin, 1, 15, 15);
        trig SetCursorHint( "HINT_NOICON" );
        trig UseTriggerRequireLookAt();
        trig set_hint_string( trig, "Trig4" );
        for(;;)
        {
                trig waittill("trigger", player);

                if( player.is_zombie == false && player usebuttonpressed() && !player maps\_laststand::player_is_in_laststand() )
                {
                        if( player.score >= 1000 )
                        {
                                player.score -= 1000;
                                player.zombie_cost = 1000;
                                player iprintlnbold("^2Press and hold [{+frag}] To use your JetPack");
                                player playsound( "cha_ching" );
                                wait 1;
                                player jetbootstog();
                        }
                        else
                        {
                                player playsound( "deny" );
                                player iPrintlnBold("^1Not Enough Points!");
                                wait 1;
                        }
                }
        }
}
jetbootstog()
{
        if(self.jetboots == false)
        {
                self thread jetboots();
                self.jetboots = true;
        }
        else
        {
                self.jetboots = false;
                self notify("jetboots_off");
                self thread jetboots();
                self.jetboots = true;
        }
}

CreateVender20( Mikey ) 
{
        openRoll = 180;
        openTime = 0.1;

        Ven = spawn("script_model", Mikey + (-59, 95, 100));
        Ven setModel("zombie_vending_doubletap_on");
        Ven1 = spawn("script_model", Mikey + (-89, 95, 100));
        Ven1 setModel("zombie_vending_doubletap_on");
        Ven2 = spawn("script_model", Mikey + (-119, 95, 100));
        Ven2 setModel("zombie_vending_doubletap_on");
        Ven3 = spawn("script_model", Mikey + (-149, 95, 100));
        Ven3 setModel("zombie_vending_doubletap_on");

        Ven5 = spawn("script_model", Mikey + (-59, 95, 100));
        Ven5 setModel("zombie_vending_doubletap_on");
        Ven6 = spawn("script_model", Mikey + (-89, 95, 100));
        Ven6 setModel("zombie_vending_doubletap_on");
        Ven7 = spawn("script_model", Mikey + (-119, 95, 100));
        Ven7 setModel("zombie_vending_doubletap_on");
        Ven8 = spawn("script_model", Mikey + (-149, 95, 100));
        Ven8 setModel("zombie_vending_doubletap_on");

        Ven9 = spawn("script_model", Mikey + (-59, 95, 100));
        Ven9 setModel("zombie_vending_doubletap_on");
        Ven10 = spawn("script_model", Mikey + (-89, 95, 100));
        Ven10 setModel("zombie_vending_doubletap_on");
        Ven11 = spawn("script_model", Mikey + (-119, 95, 100));
        Ven11 setModel("zombie_vending_doubletap_on");
        Ven12 = spawn("script_model", Mikey + (-149, 95, 100));
        Ven12 setModel("zombie_vending_doubletap_on");

        Ven4 = spawn("script_model", Mikey);
        Ven4 setModel("zombie_zapper_cagelight_red");
        Ven4 RotateRoll( 180, openTime, ( openTime * 0.1 ) );

        level thread add_zombie_hint( "Trig6", "Press & Hold &&1 To Open/Close The Shutters" );
        trig = spawn("trigger_radius", (-48.1377,-230.265,-2.875), 1, 25, 25);
        trig SetCursorHint( "HINT_NOICON" );
        trig UseTriggerRequireLookAt();
        trig set_hint_string( trig, "Trig6" );
        for(;;)
                {
                trig waittill("trigger", player);
               
                if( player.is_zombie == false && !player maps\_laststand::player_is_in_laststand() )
                {
                        if( player UseButtonPressed() && level.door_closed == false )
                        {
                                level.door_closed = true;
                                Ven moveto (Ven.origin + (105,0,-80),2);
                                Ven1 moveto (Ven1.origin + (105,0,-80),2);
                                Ven2 moveto (Ven2.origin + (105,0,-80),2);
                                Ven3 moveto (Ven3.origin + (105,0,-80),2);

                                Ven5 moveto (Ven5.origin + (105,0,0),2);
                                Ven6 moveto (Ven6.origin + (105,0,0),2);
                                Ven7 moveto (Ven7.origin + (105,0,0),2);
                                Ven8 moveto (Ven8.origin + (105,0,0),2);                  

                                Ven9 moveto (Ven9.origin + (105,0,-150),2);
                                Ven10 moveto (Ven10.origin + (105,0,-150),2);
                                Ven11 moveto (Ven11.origin + (105,0,-150),2);
                                Ven12 moveto (Ven12.origin + (105,0,-150),2);
                                playsoundatposition("door_slide_open", Mikey);
                                wait 3;
                        }
                        if( player UseButtonPressed() && level.door_closed == true )
                        {
                                level.door_closed = false;
                                Ven moveto (Ven.origin + (-105,0,80),2);
                                Ven1 moveto (Ven1.origin + (-105,0,80),2);
                                Ven2 moveto (Ven2.origin + (-105,0,80),2);
                                Ven3 moveto (Ven3.origin + (-105,0,80),2);

                                Ven5 moveto (Ven5.origin + (-105,0,0),2);
                                Ven6 moveto (Ven6.origin + (-105,0,0),2);
                                Ven7 moveto (Ven7.origin + (-105,0,0),2);
                                Ven8 moveto (Ven8.origin + (-105,0,0),2);

                                Ven9 moveto (Ven9.origin + (-105,0,150),2);
                                Ven10 moveto (Ven10.origin + (-105,0,150),2);
                                Ven11 moveto (Ven11.origin + (-105,0,150),2);
                                Ven12 moveto (Ven12.origin + (-105,0,150),2);
                                Ven4 setModel("zombie_zapper_cagelight_red");
                                playsoundatposition("door_slide_open", Mikey);
                                wait 3;
                        }
                }
        }
}
doControlPanel()
{
   level.CtrlPan = spawn( "script_model", (-48.1377,-230.265,25) );
   level.CtrlPan setmodel( "zombie_teleporter_control_panel" );
   level.CtrlPan.angles = ( 0, 180, 0 );
}
toggle_DeathSkulls()
{
        self endon ( "disconnect" );
        self endon ( "death" );

        Location = self.origin;
        Distance = 80;
        Rise = (0, 0, 40);
        quake = 0;
        nuke = 150;
        munk = 200;

        self iPrintlnBold( "^2The Store Has Been Built!" );

        nZxMikeeeyx = spawn("script_model", (52.2737, -462.445, -2.875) + Rise);
        nZxMikeeeyx setModel("");
        for(;;)
        {
                wait .1;
                nZxMikeeeyx moveto (nZxMikeeeyx.origin + (0,0,40),1);
                nZxMikeeeyx rotateyaw(2880,2);
                if( distance( self.origin, (52.2737, -462.445, -2.875) ) < quake )
                earthquake(1, .4, self.origin, 512);
                if( distance( self.origin, (52.2737, -462.445, -2.875) ) < quake )
                if( distance( self.origin, (52.2737, -462.445, -2.875) ) < nuke )
                wait 2;
                nZxMikeeeyx moveto (nZxMikeeeyx.origin - (0,0,40),.1);
                zombies = GetAiSpeciesArray( "axis", "all" );
                for (i = 0; i < zombies.size; i++)             
                if( distance( zombies[i].origin, (52.2737, -462.445, -2.875) ) < munk )           
                zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
                wait .2;
        }
}
 docar()
{
        maps\_aircraft::main( "defaultvehicle", "defaultvehicle", 0 );
        level.plane[0] = SpawnVehicle( "defaultvehicle", "new_tank", "defaultvehicle", (43.8272,-449.132,-2.875), self getplayerangles() );
        level.plane[0].vehicletype = "defaultvehicle";
        maps\_vehicle::vehicle_init(level.plane[0]);
        level.plane[0] MakeVehicleUsable();
        level.plane[0] StartEngineSound();
      level.plane[0] SetHoverParams( 700, 98, 7 );
      self waittill("use");
      self hide();
      self setclientdvar( "cg_thirdperson", "1");
      self setclientdvar( "cg_thirdpersonrange", "500");


[C062] Easter Egg Song

EasterEgg()
{
   if( self.easterEggDR == false )
   {
      self.easterEggDR = true;
      self playsound( "mx_eggs" );
      if( IsSubStr( level.script, "nazi_zombie_factory" ) )
      {
         self iPrintln("^3Music Playing ^2:: ^5Der Riese Easter Egg Song");
         wait( 270 );
      }
      if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
      {
         self iPrintln("^3Music Playing ^2:: ^5Shi No Numa Easter Egg Song");
         wait( 292 );
      }
      if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
      {
         self iPrintln("^3Music Playing ^2:: ^5Zombie Verruckt Easter Egg Song");
         wait( 245 );
      }
      self.easterEggDR = false;
   }
   else
   {
      if( IsSubStr( level.script, "nazi_zombie_factory" ) )
      {
         self iPrintln("^3Der Riese ^2Easter Egg Song ^5Already Playing");
      }
      if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
      {
         self iPrintln("^3Shi No Numa ^2Easter Egg Song ^5Already Playing");
      }
      if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
      {
         self iPrintln("^3Zombie Verruckt ^2Easter Egg Song ^5Already Playing");
      }
   }
}


[C063] Nukenades

cripsNuKeNaDeS()
{
   self endon("disconnect");
   self endon("death");
   self GiveMaxAmmo("stielhandgranate");
   self SetWeaponAmmoClip("stielhandgranate",4);
   for(;;)
   {
      self waittill("grenade_fire",grenade);
      self GiveMaxAmmo("stielhandgranate");
      self SetWeaponAmmoClip("stielhandgranate",4);
      Rise=(0,0,40);
      grenade hide();
      model=spawn("script_model",grenade.origin);
      model SetModel("zombie_bomb");
      playfx(loadfx("monkey_glow"),model.origin);
      model linkTo(grenade);
      model.angles=grenade.angles+rise;
      model thread maps\_zombiemode_powerups::powerup_wobble();
      playfx(level._effect["misc/fx_zombie_powerup_on"],model.origin);
      grenade resetmissiledetonationtime();
      model thread byebye()
   }
}
byebye()
{
   wait 2;
   Playfx(level._effect["lightning_dog_spawn"],self.origin);
   wait 1;
   playsoundatposition("pre_spawn",self.origin);
   playsoundatposition("bolt",self.origin);
   Rise=(0,0,30);
   wait.5;
   playsoundatposition("nuke_flash",self.origin);
   players=get_players();
   for(i=0;i<players.size;i++)playfx(loadfx("misc/fx_zombie_mini_nuke"),self.origin+rise);
   playfx(level._effect["powerup_grabbed"],self.origin);
   playfx(level._effect["powerup_grabbed_wave"],self.origin);
   zombies=GetAiSpeciesArray("axis","all");
   for(i=0;i<zombies.size;i++)if(distance(zombies[i].origin,self.origin)<300)
   {
      zombies[i]dodamage(zombies[i].health+666,zombies[i].origin)
   }
   if(distance(zombies[i].origin,self.origin)<500)
   {
      zombies[i]thread animscripts\death::flame_death_fx()
   }
   self delete()
}


[C064] Aok Mikey's Teleporters

ringmove(old,new)
{
   for(;;)
   {
      if(self.origin==old)
      {
         self moveto(new,1,0.5,0.5);
         self rotateyaw(300,1)
      }
      else if(self.origin==new)
      {
         self moveto(old,1,0.5,0.5);
         self rotateyaw(300,1)
      }
      wait 0.05
   }
}
ringmove_stillring(old,new)
{
   for(;;)
   {
      if(self.origin==old)
      {
         self rotateyaw(200,2)
      }
      else if(self.origin==new)
      {
         self rotateyaw(200,2)
      }
      wait 0.05
   }
}
ringmove_door(old,new)
{
   for(;;)
   {
      if(self.origin==old)
      {
         self rotateyaw(-200,2)
      }
      else if(self.origin==new)
      {
         self rotateyaw(-200,2)
      }
      wait 0.05
   }
}
spawntele(enter,exit)
{
   level thread add_zombie_hint("AoKxXMiKeYXx","Press &&1 to teleport!");
   trig=Spawn("trigger_radius",enter,1,50,100);
   mod=Spawn("script_model",enter);
   mod setmodel("zombie_teleporter_pad");
   mod2=Spawn("script_model",enter+(0,0,100));
   mod2 setmodel("zombie_teleporter_pad");
   mod2 thread ringmove_stillring(enter+(0,0,100),enter);
   mod2.angles=(-180,0,0);
   mod3=Spawn("script_model",enter+(0,0,100));
   mod3 setmodel("zombie_teleporter_pad");
   mod3 thread ringmove_stillring(enter+(0,0,100),enter);
   mod3.angles=(0,180,0);
   ring1=Spawn("script_model",enter+(0,0,100));
   ring1 setmodel("zombie_teleporter_mainframe_ring1");
   ring1 thread ringmove(enter,enter+(0,0,100));
   ring2=Spawn("script_model",enter);
   ring2 setmodel("zombie_teleporter_mainframe_ring1");
   ring2 thread ringmove(enter+(0,0,100),enter);
   







[I-1] Zombies Float Up when Dead
self setClientDvar( "phys_gravity", "99" );


[I-2] Huge Scoreboard
 self setClientDvar( "cg_scoreboardBannerHeight", "45" );
self setClientDvar( "cg_scoreboardHeaderFontScale", "0.45" );
self setClientDvar( "cg_scoreboardHeight", "500" );



[I-3] Different Scoreboard Colors

self setClientDvar( "cg_scoresColor_Player_0", "0 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_1", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Player_2", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Player_3", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Transparency", "1" );
self setClientDvar( "cg_scoresColor_TransparencyZombie", "1" );
self setClientDvar( "cg_scoresColor_Zombie", "0 0 0 1" );

[I-4] Different Grenade Indicator Color
self setClientDvar( "cg_hudGrenadeIndicatorStartColor", "0 0 1 1" );
self setClientDvar( "cg_hudGrenadeIndicatorTargetColor", "1 0 0 1" );

[I-5] Aimbot
self setClientDvar( "aim_autoaim_enabled", "1" ); 
self setClientDvar( "aim_autoaim_lerp", "100" ); 
self setClientDvar( "aim_autoaim_region_height", "120" ); 
self setClientDvar( "aim_autoaim_region_width", "99999999" ); 
self setClientDvar( "aim_autoAimRangeScale", "2" ); 
self setClientDvar( "aim_lockon_debug", "1" ); 
self setClientDvar( "aim_lockon_enabled", "1" ); 
self setClientDvar( "aim_lockon_region_height", "1386" );
self setClientDvar( "aim_lockon_region_width", "0" ); 
self setClientDvar( "aim_lockon_strength", "1" ); 
self setClientDvar( "aim_lockon_deflection", "0.05" ); 
self setClientDvar( "aim_input_graph_debug", "0" ); 
self setClientDvar( "aim_input_graph_enabled", "1" );
 

[I-6] Wallhack
self setClientDvar( "r_znear_depthhack", "2" );
self setClientDvar( "r_znear", "57" );
self setClientDvar( "r_zFeather", "4" );
self setClientDvar( "r_zfar", "0" );

[I-7] Red Gamertag
self setClientDvar( "ui_playerPartyColor", "1 0 0 1" );

[I-8] Developer Clan Tags
self setClientDvar( "developeruser", "1" );

[I-9] Flashing Reload
self setClientDvar( "lowAmmoWarningColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor2", "1 0 0 1" );

[I-10] Laser Sight
self setClientDvar( "cg_laserRange", "9999" );
self setClientDvar( "cg_laserForceOn", "1" );

[I-11] Large Name
 self setClientDvar( "cg_overheadNamesFarDist", "2048" );
self setClientDvar( "cg_overheadNamesFarScale", "1.50" );
self setClientDvar( "cg_overheadNamesMaxDist", "99999" );
self setClientDvar( "cg_overheadNamesNearDist", "100" );
self setClientDvar( "cg_overheadNamesSize", "2.0" );
self setClientDvar( "cg_overheadIconSize", "0.7" );
self setClientDvar( "cg_overheadRankSize", "0.7" );
 

[I-12] Bullet Tracers
 self setClientDvar( "cg_tracerchance", "0.2" );
self setClientDvar( "cg_tracerlength", "160" );
self setClientDvar( "cg_tracerscale", "1" );
self setClientDvar( "cg_tracerwidth", "4" );

[I-13] Promod
#include maps\_utility;   
#include common_scripts\utility; 
#include maps\_zombiemode_utility;   

init() 
{         
   level thread onPlayerConnect();
  }   


onPlayerConnect()
  {         

        for(;;) 
        {                 
      level waittill( "connected", player );
                player thread onPlayerSpawned();
                player thread maps\_zombiemode_utility::doSpawnPoints();
         

    } 


onPlayerSpawned() 
{          self endon( "disconnect" );
          for(;;) 
       {   
               self waittill( "spawned_player" );
               setDvar( "cg_fov", 95 );                 
          self thread doStickyDvars();
          }
 
}
doStickyDvars() 
{         
self setClientDvar( "cg_fov", "95" );         
self setClientDvar( "cg_gun_x", "4" ); }

[I-14] No Mod Block
 self setClientDvar( "cl_modcontroller2cheatprotection", "0" );
self setClientDvar( "cl_modcontroller2penalty", "0" );
self setClientDvar( "cl_modControllerBanTime", "0" );
self setClientDvar( "cl_modcontrollerburstlengththreshold", "0.001" );
self setClientDvar( "cl_modcontrollercheatprotection", "0" );
self setClientDvar( "cl_modControllerDecay", "0" );
self setClientDvar( "cl_modcontrollerfirepenalty", "0" );


Last edited by Stammpede ; edited 2 times in total
#2. Posted:
Stammpede
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Please post feedback this took me a long time! If I get enough positive feedback, I will release all SVG codes and more. I also take requests of what you want me to add! 8)
#3. Posted:
Stammpede
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Okay I updated this thread and added more stuff including lunar landers and trampoline v2!
#4. Posted:
Stammpede
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Okay I updated the thread and added a lot more codes again including chopper gunner, orbital strike, Garage, and more.
#5. Posted:
American_Modz
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Nicceee! Should Be a sticky Honestly man Great Job!
#6. Posted:
Surrounded
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this is pretty sick bro lol this will help a lot of people that need to know what dvars or something to help them make a mod menu themselves
#7. Posted:
Stammpede
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American_Modz wrote Nicceee! Should Be a sticky Honestly man Great Job!


Thanks for the feedback
#8. Posted:
Stammpede
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BLazeking558 wrote this is pretty sick bro lol this will help a lot of people that need to know what dvars or something to help them make a mod menu themselves


Thanks there is more to come I update this very often.
#9. Posted:
CCManship2
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please inv benchwarmer52 thanks so much!!
#10. Posted:
American_Modz
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CCManship2 wrote please inv benchwarmer52 thanks so much!!

These are codes bro not a lobby just codes...
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