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harrybo21_perks_hud_set( perk )
{
if ( !isDefined( self.perk_hud ) )
self.perk_hud = [];
hud = NewClientHudElem( self );
hud.perk = perk;
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "left";
hud.vertAlign = "bottom";
hud.x = self.perk_hud.size * 30;
hud.y = hud.y - 70;
// hud.x = 0; // For vertical shaders
// hud.y = 0 - 70 - ( self.perk_hud.size * 30 ); // For vertical shaders
hud.alpha = 0;
hud SetShader( level.zombie_perks[ perk ].perk_shader , 48, 48 );
hud scaleOverTime( .5, 24, 24 );
hud fadeOverTime( .5 );
hud.alpha = 1;
self.perk_hud[ self.perk_hud.size ] = hud;
}
harrybo21_perks_hud_set( perk )
{
if ( !isDefined( self.perk_hud ) )
self.perk_hud = [];
hud = NewClientHudElem( self );
hud.perk = perk;
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "left";
hud.vertAlign = "bottom";
hud.x = ( self.perk_hud.size % 4 ) * 30;
hud.y = hud.y - 70 - ( int( self.perk_hud.size / 4 ) * 30 );
hud.alpha = 0;
hud SetShader( level.zombie_perks[ perk ].perk_shader , 48, 48 );
hud scaleOverTime( .5, 24, 24 );
hud fadeOverTime( .5 );
hud.alpha = 1;
self.perk_hud[ self.perk_hud.size ] = hud;
}
harrybo21_perks_mule_kick_hud_effect()
{
perk_index = self harrybo21_perks_get_hud_index( "specialty_extraammo" );
if ( !isDefined( perk_index ) )
return;
self endon( "disconnect" );
self endon( "lost_specialty_extraammo" );
self endon( "death" );
self.mule_glow_hud = NewClientHudElem( self );
self.mule_glow_hud.foreground = true;
self.mule_glow_hud.sort = 1;
self.mule_glow_hud.hidewheninmenu = false;
self.mule_glow_hud.alignX = "left";
self.mule_glow_hud.alignY = "bottom";
self.mule_glow_hud.horzAlign = "left";
self.mule_glow_hud.vertAlign = "bottom";
self.mule_glow_hud.x = ( perk_index * 30 ) - 12;
self.mule_glow_hud.y = self.mule_glow_hud.y - 70 + 12;
self.mule_glow_hud SetShader( "vending_vulture_glow_shader" , 48, 48 );
self.mule_glow_hud.alpha = 0;
self.mule_glow_hud harry_blink_hud( .5 );
}
harrybo21_perks_mule_kick_hud_effect()
{
perk_index = self harrybo21_perks_get_hud_index( "specialty_extraammo" );
if ( !isDefined( perk_index ) )
return;
self endon( "disconnect" );
self endon( "lost_specialty_extraammo" );
self endon( "death" );
self.mule_glow_hud = NewClientHudElem( self );
self.mule_glow_hud.foreground = true;
self.mule_glow_hud.sort = 1;
self.mule_glow_hud.hidewheninmenu = false;
self.mule_glow_hud.alignX = "left";
self.mule_glow_hud.alignY = "bottom";
self.mule_glow_hud.horzAlign = "left";
self.mule_glow_hud.vertAlign = "bottom";
self.mule_glow_hud.x = self.perk_hud[ perk_index ].x - 12;
self.mule_glow_hud.y = self.perk_hud[ perk_index ].y + 12;
self.mule_glow_hud SetShader( "vending_vulture_glow_shader" , 48, 48 );
self.mule_glow_hud.alpha = 0;
self.mule_glow_hud harry_blink_hud( .5 );
}
thread clientscripts\_zombiemode_lsatammo::init();
level._effect["lsat_ammo"] = [];
level._effect["lsat_ammo"][0] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_0");
level._effect["lsat_ammo"][1] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_1");
level._effect["lsat_ammo"][2] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_2");
level._effect["lsat_ammo"][3] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_3");
level._effect["lsat_ammo"][4] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_4");
level._effect["lsat_ammo"][5] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_5");
level._effect["lsat_ammo"][6] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_6");
level._effect["lsat_ammo"][7] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_7");
level._effect["lsat_ammo"][8] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_8");
level._effect["lsat_ammo"][9] = loadfx("scobalula/lsat_numbers/scoba_lsat_num_9");
fx,scobalula/lsat_numbers/scoba_lsat_num_9
fx,scobalula/lsat_numbers/scoba_lsat_num_8
fx,scobalula/lsat_numbers/scoba_lsat_num_7
fx,scobalula/lsat_numbers/scoba_lsat_num_6
fx,scobalula/lsat_numbers/scoba_lsat_num_5
fx,scobalula/lsat_numbers/scoba_lsat_num_4
fx,scobalula/lsat_numbers/scoba_lsat_num_3
fx,scobalula/lsat_numbers/scoba_lsat_num_2
fx,scobalula/lsat_numbers/scoba_lsat_num_1
fx,scobalula/lsat_numbers/scoba_lsat_num_0
material,gfx_lsat_ammo_count
material,gfx_lsat_ammo_count2
fov_maintain_watch()
{
self endon( "disconnect" );
while(true)
{
if(getdvar("cg_scoba_fov_maintain") == "1")
setClientDvar("cg_fovmin", getdvar("cg_fov"));
else
setClientDvar("cg_fovmin", 10);
wait 0.5;
}
}
println("*** Client : zombie running...or is it chasing? Muhahahaha");
players = getlocalplayers();
for(i=0;i<players.size;i++)
players[i] thread fov_maintain_watch();
CHOICE_DVARFLOATLIST( 22, "@MENU_ENABLE_CONSOLE", monkeytoy, { "@MENU_YES" 0 "@MENU_NO" 1 }, ; )
CHOICE_DVARFLOATLIST( 27, "Maintain FOV in ADS", cg_scoba_fov_maintain, { "@MENU_YES" 1 "@MENU_NO" 0 }, ; )
menufile,ui\options_game_pc.menu
full_ammo_powerup
full_ammo_powerup( drop_item )
{
players = get_players();
for (i = 0; i < players.size; i++)
{
primaryWeapons = players[i] GetWeaponsList();
for( x = 0; x < primaryWeapons.size; x++ )
{
players[i] GiveMaxAmmo( primaryWeapons[x] );
}
}
// array_thread (players, ::full_ammo_on_hud, drop_item);
level thread full_ammo_on_hud( drop_item );
}
full_ammo_powerup( drop_item )
{
players = get_players();
for (i = 0; i < players.size; i++)
{
primaryWeapons = players[i] GetWeaponsList();
for( x = 0; x < primaryWeapons.size; x++ )
{
players[i] SetWeaponAmmoClip( primaryWeapons[x], WeaponClipSize( primaryWeapons[x] ) );
players[i] GiveMaxAmmo( primaryWeapons[x] );
}
}
// array_thread (players, ::full_ammo_on_hud, drop_item);
level thread full_ammo_on_hud( drop_item );
}
init_dual_mag()
{
flag_wait("all_players_connected");
players = get_players( );
for(i=0;i<players.size;i++)
{
players[i] thread dual_mag_check();
players[i] thread test();
}
}
dual_mag_check()
{
self endon( "disconnect" );
IPrintLn( "START" );
self.reloads = 0;
while(true)
{
weapon = self GetCurrentWeapon();
if(weapon == "k7")
{
IPrintLn( "Has K7!!" );
self waittill( "reload_start" );
IPrintLn( "Reloading" );
self.reloads++;
if(self.reloads == 2)
{
self.reloads = 0;
self SwitchToWeapon( "k7_alt" );
self DisableWeaponCycling( );
self DisableOffhandWeapons( );
self AllowMelee( false );
if(self GetCurrentWeaponClipAmmo() == 0)
{
self ForceViewmodelAnimation( "k7_alt", "reload" );
wait 1.98; // reload is 2 seconds long.
}
else
{
wait 2.48; // reload aka raise is 2.5 seconds long
}
self SwitchToWeapon( "k7" );
self SetWeaponAmmoClip( "k7", 30 );
self EnableWeaponCycling( );
self EnableOffhandWeapons( );
self AllowMelee( true );
}
}
wait 0.005;
}
}