#using scripts\codescripts\struct; #using scripts\shared\audio_shared; #using scripts\shared\clientfield_shared; #using scripts\shared\exploder_shared;//DO NOT REMOVE - needed for system registration #using scripts\shared\flag_shared; #using scripts\shared\flagsys_shared; #using scripts\shared\fx_shared; #using scripts\shared\demo_shared; #using scripts\shared\hud_message_shared; #using scripts\shared\load_shared; #using scripts\shared\lui_shared; #using scripts\shared\music_shared; #using scripts\shared\_oob; #using scripts\shared\scene_shared; #using scripts\shared\serverfaceanim_shared; #using scripts\shared\system_shared; #using scripts\shared\turret_shared; #using scripts\shared\util_shared; #using scripts\shared\vehicle_shared; #using scripts\shared\archetype_shared\archetype_shared; #using scripts\shared\callbacks_shared; // #using scripts\zm\_zm_bgb; //Abilities #using scripts\shared\abilities\_ability_player; //DO NOT REMOVE - needed for system registration #insert scripts\shared\shared.gsh; #insert scripts\shared\version.gsh; #using scripts\shared\ai\zombie_utility; #using scripts\zm\_zm; #using scripts\zm\gametypes\_spawnlogic; #using scripts\zm\_destructible; #using scripts\zm\_util; //REGISTRATION - These scripts are initialized here //Do not remove unless you are removing the script from the game //Gametypes Registration #using scripts\zm\gametypes\_clientids; #using scripts\zm\gametypes\_scoreboard; #using scripts\zm\gametypes\_serversettings; #using scripts\zm\gametypes\_shellshock; #using scripts\zm\gametypes\_spawnlogic; #using scripts\zm\gametypes\_spectating; #using scripts\zm\gametypes\_weaponobjects; //Systems registration #using scripts\zm\_art; #using scripts\zm\_callbacks; #using scripts\zm\_zm_audio; #using scripts\zm\_zm_behavior; #using scripts\zm\_zm_blockers; #using scripts\zm\_zm_bot; #using scripts\zm\_zm_clone; #using scripts\zm\_zm_devgui; #using scripts\zm\_zm_magicbox; #using scripts\zm\_zm_playerhealth; #using scripts\zm\_zm_power; #using scripts\zm\_zm_powerups; #using scripts\zm\_zm_score; #using scripts\zm\_zm_stats; #using scripts\zm\_zm_traps; #using scripts\zm\_zm_unitrigger; #using scripts\zm\_zm_zonemgr; //Weapon registration #using scripts\zm\gametypes\_weaponobjects; #precache( "fx", "_t6/bio/player/fx_footstep_dust" ); #precache( "fx", "_t6/bio/player/fx_footstep_sand" ); #precache( "fx", "_t6/bio/player/fx_footstep_mud" ); #precache( "fx", "_t6/bio/player/fx_footstep_water" ); #namespace load; function main() { // bgb = self.bgb; // self.var_e610f362[bgb].var_e0b06b47 = 999; // level.pack_a_punch_camo_index = 17; // level.pack_a_punch_camo_index_number_variants = 1; // thread new_pack_a_punch_camo(); // level thread OnPlayerConnect(); zm::init(); level._loadStarted = true; register_clientfields(); level.aiTriggerSpawnFlags = getaitriggerflags(); level.vehicleTriggerSpawnFlags = getvehicletriggerflags(); level thread start_intro_screen_zm(); //thread _spawning::init(); //thread _deployable_weapons::init(); //thread _minefields::init(); //thread _rotating_object::init(); //thread _shutter::main(); //thread _flare::init(); //thread _pipes::main(); //thread _vehicles::init(); //thread _dogs::init(); //thread _tutorial::init(); setup_traversals(); footsteps(); system::wait_till( "all" ); level thread load::art_review(); SetDvar("scr_firstGumFree",1); SetDvar("zm_private_rankedmatch",1); level flagsys::set( "load_main_complete" ); } function footsteps() { if ( IS_TRUE( level.FX_exclude_footsteps ) ) { return; } zombie_utility::setFootstepEffect( "asphalt", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "brick", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "carpet", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "cloth", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "concrete", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "dirt", "_t6/bio/player/fx_footstep_sand" ); zombie_utility::setFootstepEffect( "foliage", "_t6/bio/player/fx_footstep_sand" ); zombie_utility::setFootstepEffect( "gravel", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "grass", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "metal", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "mud", "_t6/bio/player/fx_footstep_mud" ); zombie_utility::setFootstepEffect( "paper", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "plaster", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "rock", "_t6/bio/player/fx_footstep_dust" ); zombie_utility::setFootstepEffect( "sand", "_t6/bio/player/fx_footstep_sand" ); zombie_utility::setFootstepEffect( "water", "_t6/bio/player/fx_footstep_water" ); zombie_utility::setFootstepEffect( "wood", "_t6/bio/player/fx_footstep_dust" ); } function setup_traversals() { /* potential_traverse_nodes = GetAllNodes(); for (i = 0; i < potential_traverse_nodes.size; i++) { node = potential_traverse_nodes[i]; if (node.type == "Begin") { node zombie_shared::init_traverse(); } } */ } function start_intro_screen_zm( ) { players = GetPlayers(); for(i = 0; i < players.size; i++) { players[i] lui::screen_fade_out( 0, undefined ); players[i] freezecontrols(true); } wait 1; } function register_clientfields() { //clientfield::register( "missile", "cf_m_proximity", VERSION_SHIP, 1, "int" ); //clientfield::register( "missile", "cf_m_emp", VERSION_SHIP, 1, "int" ); //clientfield::register( "missile", "cf_m_stun", VERSION_SHIP, 1, "int" ); //clientfield::register( "scriptmover", "cf_s_emp", VERSION_SHIP, 1, "int" ); //clientfield::register( "scriptmover", "cf_s_stun", VERSION_SHIP, 1, "int" ); //clientfield::register( "world", "sndPrematch", VERSION_SHIP, 1, "int" ); //clientfield::register( "toplayer", "sndMelee", VERSION_SHIP, 1, "int" ); //clientfield::register( "toplayer", "sndEMP", VERSION_SHIP, 1, "int" ); clientfield::register( "allplayers", "zmbLastStand", VERSION_SHIP, 1, "int" ); //clientfield::register( "toplayer", "zmbLastStand", VERSION_SHIP, 1, "int" ); clientfield::register( "clientuimodel", "zmhud.swordEnergy", VERSION_SHIP, 7, "float" ); // energy: 0 to 1 clientfield::register( "clientuimodel", "zmhud.swordState", VERSION_SHIP, 4, "int" ); // state: 0 = hidden, 1 = charging, 2 = ready, 3 = inuse, 4 = unavailable (grey), 5 = ele-charging, 6 = ele-ready, 7 = ele-inuse, clientfield::register( "clientuimodel", "zmhud.swordChargeUpdate", VERSION_SHIP, 1, "counter" ); }