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Call of Duty Classics
Call of Duty: Black Ops 1
Call of Duty: Black Ops 1 Mods and Scripts
Call of Duty: Black Ops 1 Scripts
BO1 Zombies Mod Menu extracted
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<blockquote data-quote="Guilherme_INFR" data-source="post: 1302" data-attributes="member: 94"><p>So, i extracted this Zombies menu to see how Menu Bases Works in zm, here's the code, i'm not trying to leech anything, i'm just trying to get an base.</p><p></p><p>Screenshots: <a href="http://s7.postimg.org/6cgxg0gbf/BGamer_T5_2016_02_17_21_51_11_32.jpg" target="_blank">http://s7.postimg.org/6cgxg0gbf/BGamer_T5_2016_02_17_21_51_11_32.jpg</a></p><p> <a href="http://s7.postimg.org/b9ui14iaj/BGamer_T5_2016_02_17_21_50_55_18.jpg" target="_blank">http://s7.postimg.org/b9ui14iaj/BGamer_T5_2016_02_17_21_50_55_18.jpg</a></p><p>Code here:</p><p></p><p>[CODE]#include common_scripts\utility;</p><p>#include maps\_utility;</p><p>#include maps\_hud_util;</p><p>#include maps\_load_common;</p><p>#include maps\_zombiemode_utility;</p><p>#using_animtree("generic_human");</p><p>main( bScriptgened,bCSVgened,bsgenabled )</p><p>{</p><p>level.SPAWNFLAG_MODEL_DYNAMIC_PATH = 1;</p><p>level.SPAWNFLAG_TRIGGER_AI_AXIS = 1;</p><p>level.SPAWNFLAG_TRIGGER_AI_ALLIES = 2;</p><p>level.SPAWNFLAG_TRIGGER_AI_NEUTRAL = 4;</p><p>level.SPAWNFLAG_TRIGGER_NOT_PLAYER = 8;</p><p>level.SPAWNFLAG_TRIGGER_VEHICLE = 16;</p><p>level.SPAWNFLAG_TRIGGER_SPAWN = 32;</p><p>level.SPAWNFLAG_TRIGGER_TOUCH_ONCE = 64;</p><p>level.SPAWNFLAG_TRIGGER_SPAWN_MANAGER = 512;</p><p>level.SPAWNFLAG_TRIGGER_TRIGGER_ONCE = 1024;</p><p>level.SPAWNFLAG_ACTOR_SPAWNER = 1;</p><p>level.SPAWNFLAG_ACTOR_SCRIPTFORCESPAWN = 16;</p><p>level.SPAWNFLAG_ACTOR_SM_PRIORITY = 32;</p><p>level.SPAWNFLAG_VEHICLE_NODE_START_NODE = 1;</p><p>level.SPAWNFLAG_VEHICLE_USEABLE = 1;</p><p>level.SPAWNFLAG_VEHICLE_SPAWNER = 2;</p><p>level.SPAWNFLAG_TURRET_PREPLACED = 1;</p><p>level.SPAWNFLAG_PATH_NOT_CHAIN = 2;</p><p>level.SPAWNFLAG_PATH_DONT_STAND = 4;</p><p>level.SPAWNFLAG_PATH_DONT_CROUCH = 8;</p><p>level.SPAWNFLAG_PATH_DONT_PRONE = 16;</p><p>level.SPAWNFLAG_PATH_DISABLED = 512;</p><p>level.SPAWNFLAG_PATH_DONT_LEFT = 1024;</p><p>level.SPAWNFLAG_PATH_BALCONY = 1024;</p><p>level.SPAWNFLAG_PATH_DONT_RIGHT = 2048;</p><p>level.SPAWNFLAG_PATH_BALCONY_NORAILING = 2048;</p><p>level thread maps\_zombiemode_utility::fade_out( 0 );</p><p>println( "_LOAD START TIME = " + GetTime() );</p><p>register_overloaded_func( "animscripts\traverse\shared", "init_traverse", animscripts\traverse\zombie_shared::init_traverse );</p><p>set_early_level();</p><p>animscripts\weaponList::precacheclipfx();</p><p>animscripts\weaponList::precacheWeaponSwitchFx();</p><p>animscripts\revive::precacheReviveModels();</p><p>maps\_constants::main();</p><p>level.scr_anim[ "generic" ][ "signal_onme" ] = %CQB_stand_wave_on_me;</p><p>level.scr_anim[ "generic" ][ "signal_go" ] = %CQB_stand_wave_go_v1;</p><p>level.scr_anim[ "generic" ][ "signal_stop" ] = %CQB_stand_signal_stop;</p><p>level.scr_anim[ "generic" ][ "signal_moveup" ] = %CQB_stand_signal_move_up;</p><p>level.scr_anim[ "generic" ][ "signal_moveout" ] = %CQB_stand_signal_move_out;</p><p>if( !IsDefined( level.script_gen_dump_reasons ) )</p><p>{</p><p>level.script_gen_dump_reasons = [];</p><p>}</p><p>if( !IsDefined( bsgenabled ) )</p><p>{</p><p>level.script_gen_dump_reasons[level.script_gen_dump_reasons.size] = "First run";</p><p>}</p><p>if( !IsDefined( bCSVgened ) )</p><p>{</p><p>bCSVgened = false;</p><p>}</p><p>level.bCSVgened = bCSVgened;</p><p>if( !IsDefined( bScriptgened ) )</p><p>{</p><p>bScriptgened = false;</p><p>}</p><p>else</p><p>{</p><p>bScriptgened = true;</p><p>}</p><p>level.bScriptgened = bScriptgened;</p><p>if( GetDvar( #"debug" ) == "" )</p><p>{</p><p>SetDvar( "debug", "0" );</p><p>}</p><p>if( GetDvar( #"fallback" ) == "" )</p><p>{</p><p>SetDvar( "fallback", "0" );</p><p>}</p><p>if( GetDvar( #"angles" ) == "" )</p><p>{</p><p>SetDvar( "angles", "0" );</p><p>}</p><p>if( GetDvar( #"noai" ) == "" )</p><p>{</p><p>SetDvar( "noai", "off" );</p><p>}</p><p>if( GetDvar( #"scr_RequiredMapAspectratio" ) == "" )</p><p>{</p><p>SetDvar( "scr_RequiredMapAspectratio", "1" );</p><p>}</p><p>CreatePrintChannel( "script_debug" );</p><p>if( !IsDefined( anim.notetracks ) )</p><p>{</p><p>anim.notetracks = [];</p><p>animscripts\zombie_shared::registerNoteTracks();</p><p>}</p><p>level._loadStarted = true;</p><p>level.first_frame = true;</p><p>level.level_specific_dof = false;</p><p>flag_init( "all_players_connected" );</p><p>flag_init( "all_players_spawned" );</p><p>flag_init( "drop_breadcrumbs");</p><p>flag_set( "drop_breadcrumbs" );</p><p>thread remove_level_first_frame();</p><p>level.wait_any_func_array = [];</p><p>level.run_func_after_wait_array = [];</p><p>level.do_wait_endons_array = [];</p><p>level.script = Tolower( GetDvar( #"mapname" ) );</p><p>level.radiation_totalpercent = 0;</p><p>level.clientscripts = ( GetDvar( #"cg_usingClientScripts" ) != "" );;</p><p>level._client_exploders = [];</p><p>level._client_exploder_ids = [];</p><p>registerClientSys( "levelNotify" );</p><p>registerClientSys( "lsm" );</p><p>registerClientSys( "box_indicator" );</p><p>flag_init( "missionfailed" );</p><p>flag_init( "auto_adjust_initialized" );</p><p>flag_init( "global_hint_in_use" );</p><p>level.default_run_speed = 190;</p><p>SetSavedDvar( "g_speed", level.default_run_speed );</p><p>SetSavedDvar( "sv_saveOnStartMap", maps\_gamemode::shouldSaveOnStartup() );</p><p>level.dronestruct = [];</p><p>struct_class_init();</p><p>if( !IsDefined( level.flag ) )</p><p>{</p><p>level.flag = [];</p><p>level.flags_lock = [];</p><p>}</p><p>else</p><p>{</p><p>flags = GetArrayKeys( level.flag );</p><p>array_levelthread( flags, ::check_flag_for_stat_tracking );</p><p>}</p><p>flag_init( "respawn_friendlies" );</p><p>flag_init( "player_flashed" );</p><p>flag_init( "scriptgen_done" );</p><p>level.script_gen_dump_reasons = [];</p><p>if( !IsDefined( level.script_gen_dump ) )</p><p>{</p><p>level.script_gen_dump = [];</p><p>level.script_gen_dump_reasons[0] = "First run";</p><p>}</p><p>if( !IsDefined( level.script_gen_dump2 ) )</p><p>{</p><p>level.script_gen_dump2 = [];</p><p>}</p><p>if( IsDefined( level.createFXent ) )</p><p>{</p><p>script_gen_dump_addline( "maps\\createfx\\"+level.script+"_fx::main(); ", level.script+"_fx" );</p><p>}</p><p>if( IsDefined( level.script_gen_dump_preload ) )</p><p>{</p><p>for( i = 0; i < level.script_gen_dump_preload.size; i++ )</p><p>{</p><p>script_gen_dump_addline( level.script_gen_dump_preload[i].string, level.script_gen_dump_preload[i].signature );</p><p>}</p><p>}</p><p>level.last_mission_sound_time = -5000;</p><p>level.hero_list = [];</p><p>level.ai_array = [];</p><p>thread precache_script_models();</p><p>PrecacheHeadIcon( "headicon_american" );</p><p>PrecacheModel( "tag_origin" );</p><p>PrecacheModel( "tag_origin_animate" );</p><p>PrecacheShellShock( "level_end" );</p><p>PrecacheShellShock( "default" );</p><p>PrecacheShellShock( "flashbang" );</p><p>PrecacheShellShock( "dog_bite" );</p><p>PrecacheShellShock( "pain" );</p><p>PrecacheRumble( "damage_heavy" );</p><p>precacherumble( "dtp_rumble" );</p><p>precacherumble( "slide_rumble" );</p><p>PrecacheRumble( "damage_light" );</p><p>PrecacheRumble( "grenade_rumble" );</p><p>PrecacheRumble( "artillery_rumble" );</p><p>PrecacheRumble( "reload_small" );</p><p>PrecacheRumble( "reload_medium" );</p><p>PrecacheRumble( "reload_large" );</p><p>PrecacheRumble( "reload_clipin" );</p><p>PrecacheRumble( "reload_clipout" );</p><p>PrecacheRumble( "reload_rechamber" );</p><p>PrecacheRumble( "pullout_small" );</p><p>PrecacheString( &"GAME_GET_TO_COVER" );</p><p>PrecacheString( &"SCRIPT_GRENADE_DEATH" );</p><p>PrecacheString( &"SCRIPT_GRENADE_SUICIDE_LINE1" );</p><p>PrecacheString( &"SCRIPT_GRENADE_SUICIDE_LINE2" );</p><p>PrecacheString( &"SCRIPT_EXPLODING_VEHICLE_DEATH" );</p><p>PrecacheString( &"SCRIPT_EXPLODING_BARREL_DEATH" );</p><p>PrecacheString( &"STARTS_AVAILABLE_STARTS" );</p><p>PrecacheString( &"STARTS_CANCEL" );</p><p>PrecacheString( &"STARTS_DEFAULT" );</p><p>if ( GetDvar( #"zombiemode" ) != "1" )</p><p>{</p><p>PreCacheShader( "overlay_low_health_splat" );</p><p>}</p><p>PrecacheShader( "overlay_low_health" );</p><p>PrecacheShader( "overlay_low_health_compass" );</p><p>PrecacheShader( "hud_grenadeicon" );</p><p>PrecacheShader( "hud_grenadepointer" );</p><p>PrecacheShader( "hud_burningcaricon" );</p><p>PrecacheShader( "hud_burningbarrelicon" );</p><p>PrecacheShader( "black" );</p><p>PrecacheShader( "white" );</p><p>PrecacheShader( "scorebar_zom_1" );</p><p>PreCacheShellShock( "death" );</p><p>PreCacheShellShock( "explosion" );</p><p>PreCacheShellShock( "tank_mantle" );</p><p>if(isdefined(level._gamemode_precache))</p><p>{</p><p>[[level._gamemode_precache]]();</p><p>}</p><p>WaterSimEnable( false );</p><p>level.createFX_enabled = ( GetDvar( #"createfx" ) != "" );</p><p>maps\_cheat::init();</p><p>maps\_mgturret::main();</p><p>maps\_mgturret::setdifficulty();</p><p>setupExploders();</p><p>maps\_art::main();</p><p>thread maps\_vehicle::init_vehicles();</p><p>maps\_anim::init();</p><p>thread maps\_createfx::fx_init();</p><p>if( level.createFX_enabled )</p><p>{</p><p>maps\_callbackglobal::init();</p><p>maps\_callbacksetup::SetupCallbacks();</p><p>calculate_map_center();</p><p>maps\_loadout::init_loadout();</p><p>level thread all_players_connected();</p><p>level thread all_players_spawned();</p><p>thread maps\_introscreen::main();</p><p>level thread custom_zombie_introscreen();</p><p>maps\_createfx::createfx();</p><p>}</p><p>if ( !isDefined(level.zombietron_mode) )</p><p>{</p><p>maps\_weapons::init();</p><p>maps\_detonategrenades::init();</p><p>thread maps\_flareWeapon::init();</p><p>}</p><p>thread setup_simple_primary_lights();</p><p>animscripts\zombie_death::precache_gib_fx();</p><p>if( GetDvar( #"g_connectpaths" ) == "2" )</p><p>{</p><p>level waittill( "eternity" );</p><p>}</p><p>println( "level.script: ", level.script );</p><p>maps\_callbackglobal::init();</p><p>maps\_callbacksetup::SetupCallbacks();</p><p>if(isdefined(level._gamemode_initcallbacks))</p><p>{</p><p>[[level._gamemode_initcallbacks]]();</p><p>}</p><p>maps\_autosave::main();</p><p>maps\_anim::init();</p><p>maps\_busing::businit();</p><p>maps\_music::music_init();</p><p>maps\_dds::dds_init();</p><p>if(!IsDefined(level.reviveFeature))</p><p>level.reviveFeature = true;</p><p>anim.useFacialAnims = false;</p><p>if( !IsDefined( level.missionfailed ) )</p><p>{</p><p>level.missionfailed = false;</p><p>}</p><p>if( !IsDefined( level.blindfireTimeMin ) )</p><p>{</p><p>level.blindfireTimeMin = 3000;</p><p>}</p><p>if( !IsDefined( level.blindfireTimeMax ) )</p><p>{</p><p>level.blindfireTimeMax = 12000;</p><p>}</p><p>if( !IsDefined( level.secondBlindfireChance ) )</p><p>{</p><p>level.secondBlindfireChance = 50;</p><p>}</p><p>if(isDefined(level.skill_override))</p><p>{</p><p>maps\_gameskill::setSkill(undefined,level.skill_override);</p><p>}</p><p>else</p><p>{</p><p>maps\_gameskill::setSkill();</p><p>}</p><p>if ( isdefined( level.zombiemode_precache_player_model_override ) )</p><p>{</p><p>if( !IsDefined( level.player_loadout ) )</p><p>{</p><p>level.player_loadout = [];</p><p>level.player_loadout_options = [];</p><p>}</p><p>maps\_loadout::init_models_and_variables_loadout();</p><p>players = get_players("all");</p><p>for ( i = 0; i < players.size; i++ )</p><p>{</p><p>players[i] maps\_loadout::give_loadout();</p><p>players[i].pers["class"] = "closequarters";</p><p>}</p><p>level.loadoutComplete = true;</p><p>level notify("loadout complete");</p><p>[[ level.zombiemode_precache_player_model_override ]]();</p><p>}</p><p>else</p><p>{</p><p>maps\_loadout::init_loadout();</p><p>}</p><p>maps\_destructible::init();</p><p>maps\_hud_message::init();</p><p>SetObjectiveTextColors();</p><p>if ( !isDefined(level.zombietron_mode) )</p><p>{</p><p>maps\_laststand::init();</p><p>}</p><p>thread maps\_cooplogic::init();</p><p>thread maps\_ingamemenus::init();</p><p>calculate_map_center();</p><p>maps\_global_fx::main();</p><p>if( !IsDefined( level.campaign ) )</p><p>{</p><p>level.campaign = "american";</p><p>}</p><p>if ( GetDvar( #"zombiemode" ) != "1" )</p><p>{</p><p>maps\_contextual_melee::setup();</p><p>}</p><p>SetSavedDvar( "ui_campaign", level.campaign );</p><p>if( GetDvar( #"sv_saveOnStartMap" ) == "1" )</p><p>{</p><p>level thread maps\_autosave::start_level_save();</p><p>}</p><p>level thread all_players_connected();</p><p>level thread all_players_spawned();</p><p>thread maps\_introscreen::main();</p><p>level thread custom_zombie_introscreen();</p><p>thread maps\_minefields::main();</p><p>thread maps\_endmission::main();</p><p>maps\_friendlyfire::main();</p><p>array_levelthread( GetEntArray( "badplace", "targetname" ), ::badplace_think );</p><p>array_delete(GetEntArray( "delete_on_load", "targetname" ));</p><p>setup_traversals();</p><p>array_thread( GetEntArray( "water", "targetname" ), ::waterThink );</p><p>thread maps\_audio::main();</p><p>thread massNodeInitFunctions();</p><p>flag_init( "spawning_friendlies" );</p><p>flag_init( "friendly_wave_spawn_enabled" );</p><p>flag_clear( "spawning_friendlies" );</p><p>level.spawn_funcs = [];</p><p>level.spawn_funcs["allies"] = [];</p><p>level.spawn_funcs["axis"] = [];</p><p>level.spawn_funcs["neutral"] = [];</p><p>thread maps\_spawner::goalVolumes();</p><p>level.trigger_hint_string = [];</p><p>level.trigger_hint_func = [];</p><p>level.fog_trigger_current = undefined;</p><p>if( !IsDefined( level.trigger_flags ) )</p><p>{</p><p>init_trigger_flags();</p><p>}</p><p>trigger_funcs = [];</p><p>trigger_funcs["flood_spawner"] = maps\_spawner::flood_trigger_think;</p><p>trigger_funcs["trigger_spawner"] = maps\_spawner::trigger_spawner;</p><p>trigger_funcs["trigger_autosave"] = maps\_autosave::trigger_autosave;</p><p>trigger_funcs["autosave_now"] = maps\_autosave::autosave_now_trigger;</p><p>trigger_funcs["trigger_unlock"] = ::trigger_unlock;</p><p>trigger_funcs["trigger_lookat"] = ::trigger_lookat;</p><p>trigger_funcs["trigger_looking"] = ::trigger_looking;</p><p>trigger_funcs["trigger_cansee"] = ::trigger_cansee;</p><p>trigger_funcs["flag_set"] = ::flag_set_trigger;</p><p>trigger_funcs["flag_clear"] = ::flag_clear_trigger;</p><p>trigger_funcs["flag_on_cleared"] = ::flag_on_cleared;</p><p>trigger_funcs["flag_set_touching"] = ::flag_set_touching;</p><p>trigger_funcs["objective_event"] = maps\_spawner::objective_event_init;</p><p>trigger_funcs["friendly_respawn_trigger"] = ::friendly_respawn_trigger;</p><p>trigger_funcs["friendly_respawn_clear"] = ::friendly_respawn_clear;</p><p>trigger_funcs["trigger_ignore"] = ::trigger_ignore;</p><p>trigger_funcs["trigger_pacifist"] = ::trigger_pacifist;</p><p>trigger_funcs["trigger_delete"] = ::trigger_turns_off;</p><p>trigger_funcs["trigger_delete_on_touch"] = ::trigger_delete_on_touch;</p><p>trigger_funcs["trigger_off"] = ::trigger_turns_off;</p><p>trigger_funcs["trigger_outdoor"] = maps\_spawner::outdoor_think;</p><p>trigger_funcs["trigger_indoor"] = maps\_spawner::indoor_think;</p><p>trigger_funcs["trigger_hint"] = ::trigger_hint;</p><p>trigger_funcs["trigger_grenade_at_player"] = ::throw_grenade_at_player_trigger;</p><p>trigger_funcs["delete_link_chain"] = ::delete_link_chain;</p><p>trigger_funcs["trigger_fog"] = ::trigger_fog;</p><p>trigger_funcs["no_crouch_or_prone"] = ::no_crouch_or_prone_think;</p><p>trigger_funcs["no_prone"] = ::no_prone_think;</p><p>trigger_multiple = GetEntArray( "trigger_multiple", "classname" );</p><p>trigger_radius = GetEntArray( "trigger_radius", "classname" );</p><p>trigger_once = GetEntArray( "trigger_once", "classname" );</p><p>triggers = array_merge( trigger_multiple, trigger_radius );</p><p>triggers = array_merge( triggers, trigger_once );</p><p>for( i = 0; i < triggers.size; i++ )</p><p>{</p><p>if( triggers[i] has_spawnflag(level.SPAWNFLAG_TRIGGER_SPAWN) )</p><p>{</p><p>thread maps\_spawner::trigger_spawner( triggers[i] );</p><p>}</p><p>}</p><p>trigger_types = array(</p><p>"trigger_multiple",</p><p>"trigger_once",</p><p>"trigger_use",</p><p>"trigger_use_touch",</p><p>"trigger_radius",</p><p>"trigger_lookat",</p><p>"trigger_damage"</p><p>);</p><p>for( p = 0; p < trigger_types.size; p++ )</p><p>{</p><p>triggertype = trigger_types[p];</p><p>triggers = GetEntArray( triggertype, "classname" );</p><p>for( i = 0; i < triggers.size; i++ )</p><p>{</p><p>if ((triggertype != "trigger_once") && triggers[i] has_spawnflag(level.SPAWNFLAG_TRIGGER_TRIGGER_ONCE))</p><p>{</p><p>level thread trigger_once(triggers[i]);</p><p>}</p><p>if( IsDefined( triggers[i].script_flag_true ) )</p><p>{</p><p>level thread script_flag_true_trigger( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_flag_set ) )</p><p>{</p><p>level thread flag_set_trigger( triggers[i], triggers[i].script_flag_set );</p><p>}</p><p>if( IsDefined( triggers[i].script_flag_clear ) )</p><p>{</p><p>level thread flag_clear_trigger( triggers[i], triggers[i].script_flag_clear );</p><p>}</p><p>if( IsDefined( triggers[i].script_flag_false ) )</p><p>{</p><p>level thread script_flag_false_trigger( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_autosavename ) || IsDefined( triggers[i].script_autosave ) )</p><p>{</p><p>level thread maps\_autosave::autosave_name_think( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_fallback ) )</p><p>{</p><p>level thread maps\_spawner::fallback_think( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_mgTurretauto ) )</p><p>{</p><p>level thread maps\_mgturret::mgTurret_auto( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_killspawner ) )</p><p>{</p><p>level thread maps\_spawner::kill_spawner_trigger( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_emptyspawner ) )</p><p>{</p><p>level thread maps\_spawner::empty_spawner( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_prefab_exploder ) )</p><p>{</p><p>triggers[i].script_exploder = triggers[i].script_prefab_exploder;</p><p>}</p><p>if( IsDefined( triggers[i].script_exploder ) )</p><p>{</p><p>level thread exploder_load( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_bctrigger ) )</p><p>{</p><p>level thread bctrigger( triggers[i] );</p><p>}</p><p>if( IsDefined( triggers[i].script_trigger_group ) )</p><p>{</p><p>triggers[i] thread trigger_group();</p><p>}</p><p>if( IsDefined( triggers[i].script_notify ) )</p><p>{</p><p>level thread trigger_notify( triggers[i], triggers[i].script_notify );</p><p>}</p><p>if( IsDefined( triggers[i].targetname ) )</p><p>{</p><p>targetname = triggers[i].targetname;</p><p>if( IsDefined( trigger_funcs[targetname] ) )</p><p>{</p><p>level thread[[trigger_funcs[targetname]]]( triggers[i] );</p><p>}</p><p>}</p><p>}</p><p>}</p><p>update_script_forcespawn_based_on_flags();</p><p>trigs = GetEntArray("explodable_volume", "targetname");</p><p>array_thread(trigs, ::explodable_volume);</p><p>level.ai_number = 0;</p><p>level.shared_portable_turrets = [];</p><p>maps\_spawner::main();</p><p>maps\_spawn_manager::spawn_manager_main();</p><p>maps\_hud::init();</p><p>thread maps\_animatedmodels::main();</p><p>script_gen_dump();</p><p>thread weapon_ammo();</p><p>PrecacheShellShock( "default" );</p><p>level thread maps\_gameskill::aa_init_stats();</p><p>level thread onFirstPlayerReady();</p><p>level thread onPlayerConnect();</p><p>maps\_swimming::main();</p><p>level thread adjust_placed_weapons();</p><p>if( IsSplitScreen() )</p><p>{</p><p>set_splitscreen_fog( 350, 2986.33, 10000, -480, 0.805, 0.715, 0.61, 0.0, 10000 );</p><p>}</p><p>level notify( "load main complete" );</p><p>if(level.zombie_anim_intro && IsDefined(level.zombiemode_anim_intro_scenes) && IsDefined(level.zombiemode_animated_intro))</p><p>{</p><p>[[level.zombiemode_animated_intro]](level.zombiemode_anim_intro_scenes);</p><p>}</p><p>if(IsDefined(level.zombiemode_sidequest_init))</p><p>{</p><p>[[level.zombiemode_sidequest_init]]();</p><p>}</p><p>PrintLn( "_LOAD END TIME = " + GetTime() );</p><p>}</p><p>custom_zombie_introscreen()</p><p>{</p><p>flag_wait( "all_players_spawned" );</p><p>wait( 1.5 );</p><p>level thread maps\_zombiemode_utility::fade_in();</p><p>}</p><p>welcome_2_modded_lobby()</p><p>{</p><p>notifyData = spawnStruct();</p><p>notifyData.titleText = "^1W^2e^3l^4c^5o^6m^1e ^2t^3o ^4B^5l^6a^1c^2k ^3o^4p^5s ^6m^1o^2d^3d^4e^5d ^6L^1o^2b^3b^4y";</p><p>notifyData.notifyText = "^2Made ^3And ^1coded ^5by ^1M^2c^3C^4o^5y^65^18^26^38";</p><p>self maps\_hud_message::notifyMessage( notifyData );</p><p>wait 3.0;</p><p>{</p><p>notifyData = spawnStruct();</p><p>notifyData.titleText = "Mod Menu Base Made By";</p><p>notifyData.notifyText = "JTAGxHACKER a.k.a PROxFTW";</p><p>self maps\_hud_message::notifyMessage( notifyData );</p><p>}</p><p>}</p><p>Mccoy5868Message()</p><p>{</p><p>notifyData = spawnStruct();</p><p>notifyData.titleText = "Mod Menu Coded By Mccoy5868";</p><p>notifyData.notifyText = "Subscribe At: http://www.youtube.com/user/McCoy5868";</p><p>self maps\_hud_message::notifyMessage( notifyData );</p><p>}</p><p>SwA_message()</p><p>{</p><p>notifyData = spawnStruct();</p><p>notifyData.titleText = "Thanks to SwA_x_iJoHn";</p><p>notifyData.notifyText = "For the tutorial and some help coding!";</p><p>self maps\_hud_message::notifyMessage( notifyData );</p><p>}</p><p>JtagxHackerMessage()</p><p>{</p><p>notifyData = spawnStruct();</p><p>notifyData.titleText = "A Special Thanks to JTAGxHACKER";</p><p>notifyData.notifyText = "For Making this sick Menu base";</p><p>self maps\_hud_message::notifyMessage( notifyData );</p><p>}</p><p>Infections_choose()</p><p>{</p><p>self MT( "Main", "Choose your infections", undefined );</p><p> self MO( "Main", "TTG", ::TTG_hack );</p><p> self MO( "Main", "Se7enSins", ::Se7_hack);</p><p> self MO( "Main", "NextGenUpdate", ::NGU_hack );</p><p> self MO( "Main", "McCoy5868", ::Mccoy5868_hack );</p><p> self MO( "Main", "SwA_x_iJoHn", ::SwA_hack );</p><p>}</p><p>MenuOpts()</p><p>{</p><p>player = get_players();</p><p> self MT( "Main", "Black ops Mod Menu", undefined );</p><p> self MO( "Main", "Menu Customizes", ::SubMenu, "Menuc1" );</p><p> self MO( "Main", "Sub Menu 1", ::SubMenu, "Sub Menu 1" );</p><p> self MO( "Main", "Fog Color Edit", ::Fog_colorz_edit );</p><p> self MO( "Main", "Sun Color Edit", ::Sun_colorz_edit );</p><p> self MO( "Main", "Sub Menu 4", ::SubMenu, "Sub Menu 4" );</p><p> self MO( "Main", "Sub Menu 5", ::SubMenu, "Sub Menu 5" );</p><p> self MO( "Main", "Sub Menu 6", ::SubMenu, "Sub Menu 6" );</p><p> self MO( "Main", "Sub Menu 7", ::SubMenu, "Sub Menu 7" );</p><p> self MO( "Main", "Sub Menu 8", ::SubMenu, "Sub Menu 8" );</p><p> self MO( "Main", "Sub Menu 9", ::SubMenu, "Sub Menu 9" );</p><p> self MO( "Main", "Sub Menu 10", ::SubMenu, "Sub Menu 10" );</p><p> self MO( "Main", "Player", ::SubMenu, "Player Menu" );</p><p> self MO( "Main", "Player00", ::SubMenu, ""+Player[0].playername+"" );</p><p> self MO( "Main", "Sub Menu 13", ::SubMenu, "Sub Menu 13" );</p><p> self MO( "Main", "Sub Menu 14", ::SubMenu, "Sub Menu 14" );</p><p> self MO( "Main", "Sub Menu 15", ::SubMenu, "Sub Menu 15" );</p><p> //</p><p> //Menu Customizes</p><p> //</p><p> self MT( "Menuc1", "Menu Customizes", "Main" );</p><p> self MO( "Menuc1", "Background Colors", ::SubMenu, "BGColor" );</p><p> self MO( "Menuc1", "Scroller Colors", ::SubMenu, "ScrColor" );</p><p> self MO( "Menuc1", "BackGround Shaders", ::SubMenu, "BGShader" );</p><p> self MO( "Menuc1", "Scroller Shaders", ::SubMenu, "ScrShader" );</p><p> //</p><p> //Background colors</p><p> //</p><p> self MT( "BGColor", "Background color", "Main" );</p><p> self MO( "BGColor", "Background color: Red", ::Bg_redc );</p><p> self MO( "BGColor", "Background color: Blue", ::Bg_Bluec );</p><p> self MO( "BGColor", "Background color: Green", ::Bg_Greenc );</p><p> self MO( "BGColor", "Background color: Yellow", ::Bg_Yellowc );</p><p> self MO( "BGColor", "Background color: Purple", ::Bg_Purplec );</p><p> self MO( "BGColor", "Background color: Orange", ::Bg_Orangec );</p><p> self MO( "BGColor", "Background color: White", ::Bg_Whitec );</p><p> self MO( "BGColor", "Background color: Black", ::Bg_Blackc );</p><p> //</p><p> //Scroller Colors</p><p> //</p><p> self MT( "ScrColor", "Scroller color", "Main" );</p><p> self MO( "ScrColor", "Scroller color: Red", ::sc_redc );</p><p> self MO( "ScrColor", "Scroller color: Blue", ::sc_Bluec );</p><p> self MO( "ScrColor", "Scroller color: Green", ::sc_Greenc );</p><p> self MO( "ScrColor", "Scroller color: Yellow", ::sc_Yellowc );</p><p> self MO( "ScrColor", "Scroller color: Purple", ::sc_Purplec );</p><p> self MO( "ScrColor", "Scroller color: Orange", ::sc_Orangec );</p><p> self MO( "ScrColor", "Scroller color: White", ::sc_Whitec );</p><p> self MO( "ScrColor", "Scroller color: Black", ::sc_Blackc );</p><p> //</p><p> //BakcGround Shaders</p><p> //</p><p> self MT( "BGShader", "BackGround Shaders", "Main" );</p><p> self MO( "BGShader", "Zombie ScoreBoard", ::BackGround_Shaders, "scorebar_zom_1" );</p><p> self MO( "BGShader", "Round Chalk", ::BackGround_Shaders, "hud_chalk_5" );</p><p> self MO( "BGShader", "Zombie Double Points", ::BackGround_Shaders, "specialty_doublepoints_zombies" );</p><p> self MO( "BGShader", "Zombie Insta Kill", ::BackGround_Shaders, "specialty_instakill_zombies" );</p><p> self MO( "BGShader", "Zombie Double Tap", ::BackGround_Shaders, "specialty_doubletap_zombies" );</p><p> self MO( "BGShader", "Zombie JuggerNog", ::BackGround_Shaders, "specialty_juggernaut_zombies" );</p><p> self MO( "BGShader", "Zombie Quick Revive", ::BackGround_Shaders, "specialty_quickrevive_zombies" );</p><p> self MO( "BGShader", "Zombie Quick Reload", ::BackGround_Shaders, "specialty_fastreload_zombies" );</p><p> self MO( "BGShader", "White", ::BackGround_Shaders, "white" );</p><p> //</p><p> //Scroller Shaders</p><p> //</p><p> self MT( "ScrShader", "Scroller Shaders", "Main" );</p><p> self MO( "ScrShader", "Zombie ScoreBoard", ::Scroller_shaders, "scorebar_zom_1" );</p><p> self MO( "ScrShader", "Round Chalk", ::Scroller_shaders, "hud_chalk_5" );</p><p> self MO( "ScrShader", "Zombie Double Points", ::Scroller_shaders, "specialty_doublepoints_zombies" );</p><p> self MO( "ScrShader", "Zombie Insta Kill", ::Scroller_shaders, "specialty_instakill_zombies" );</p><p> self MO( "ScrShader", "Zombie Double Tap", ::Scroller_shaders, "specialty_doubletap_zombies" );</p><p> self MO( "ScrShader", "Zombie JuggerNog", ::Scroller_shaders, "specialty_juggernaut_zombies" );</p><p> self MO( "ScrShader", "Zombie Quick Revive", ::Scroller_shaders, "specialty_quickrevive_zombies" );</p><p> self MO( "ScrShader", "Zombie Quick Reload", ::Scroller_shaders, "specialty_fastreload_zombies" );</p><p> self MO( "ScrShader", "White", ::Scroller_shaders, "white" );</p><p> //</p><p> //Stats Menu</p><p> //</p><p> self MT( "Stats", "Stats Menu", "Main" );</p><p> self MO( "Stats", "Stats: Insane", ::Insane_st );</p><p> self MO( "Stats", "Stats: Normal", ::Normal_st );</p><p> self MO( "Stats", "Stats: None", ::Reset_st );</p><p> self MO( "Stats", "Change Kills", ::Kills_up );</p><p> self MO( "Stats", "Change Headshots", ::HeadShotsup );</p><p> self MO( "Stats", "Change Deaths", ::Test );</p><p> //</p><p> //Visions menu</p><p> //</p><p> self MT( "Sub Menu 4", "Sub Menu 4", "Main" );</p><p> self MO( "Sub Menu 4", "Option Here", ::Test );</p><p> self MO( "Sub Menu 4", "Option Here", ::Test );</p><p> self MO( "Sub Menu 4", "Option Here", ::Test );</p><p> self MO( "Sub Menu 4", "Option Here", ::Test );</p><p> self MO( "Sub Menu 4", "Option Here", ::Test );</p><p> self MO( "Sub Menu 4", "Option Here", ::Test );</p><p> //</p><p> //Crosshairs</p><p> //</p><p> self MT( "Sub Menu 5", "Sub Menu 5", "Main" );</p><p> self MO( "Sub Menu 5", "Option Here", ::Test );</p><p> self MO( "Sub Menu 5", "Option Here", ::Test );</p><p> self MO( "Sub Menu 5", "Option Here", ::Test );</p><p> self MO( "Sub Menu 5", "Option Here", ::Test );</p><p> self MO( "Sub Menu 5", "Option Here", ::Test );</p><p> //</p><p> //Player Model Menu</p><p> //</p><p> self MT( "Sub Menu 6", "Sub Menu 6", "Main" );</p><p> self MO( "Sub Menu 6", "Option Here", ::Test );</p><p> self MO( "Sub Menu 6", "Option Here", ::Test );</p><p> self MO( "Sub Menu 6", "Option Here", ::Test );</p><p> self MO( "Sub Menu 6", "Option Here", ::Test );</p><p> self MO( "Sub Menu 6", "Option Here", ::Test );</p><p> self MO( "Sub Menu 6", "Option Here", ::Test );</p><p> self MO( "Sub Menu 6", "Option Here", ::Test );</p><p> self MO( "Sub Menu 6", "Option Here", ::Test );</p><p> //</p><p> //Bullet Effects</p><p> //</p><p> self MT( "Sub Menu 7", "Sub Menu 7", "Main" );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> self MO( "Sub Menu 7", "Option Here", ::Test );</p><p> //</p><p> //Say Menu</p><p> //</p><p> self MT( "Sub Menu 8", "Sub Menu 8", "Main" );</p><p> self MO( "Sub Menu 8", "Option Here", ::Test );</p><p> self MO( "Sub Menu 8", "Option Here", ::Test );</p><p> self MO( "Sub Menu 8", "Option Here", ::Test );</p><p> //</p><p> //Teleport menu</p><p> //</p><p> self MT( "Sub Menu 9", "Sub Menu 9", "Main" );</p><p> self MO( "Sub Menu 9", "Option Here", ::Test );</p><p> self MO( "Sub Menu 9", "Option Here", ::Test );</p><p> self MO( "Sub Menu 9", "Option Here", ::Test );</p><p> self MO( "Sub Menu 9", "Option Here", ::Test );</p><p> self MO( "Sub Menu 9", "Option Here", ::Test );</p><p> self MO( "Sub Menu 9", "Option Here", ::Test );</p><p> self MO( "Sub Menu 9", "Option Here", ::Test );</p><p> self MO( "Sub Menu 9", "Option Here", ::Test );</p><p> //</p><p> //Dvar Menus</p><p> //</p><p> self MT( "Sub Menu 10", "Sub Menu 10", "Main" );</p><p> self MO( "Sub Menu 10", "Option Here", ::Test );</p><p> self MO( "Sub Menu 10", "Option Here", ::Test );</p><p> self MO( "Sub Menu 10", "Option Here", ::Test );</p><p> self MO( "Sub Menu 10", "Option Here", ::Test );</p><p> self MO( "Sub Menu 10", "Option Here", ::Test );</p><p> self MO( "Sub Menu 10", "Option Here", ::Test );</p><p> //</p><p> //Player menu</p><p> //</p><p> self MT( "Player", "Player Menu", "Main" );</p><p> self MO( "Player",""+Player[0].playername+"", ::SubMenu, "Player00" );</p><p> //</p><p> //Player 0 menu [host]</p><p> //</p><p> self MT( "Player00", ""+Player[0].playername+"", "Main" );</p><p> self MO( "Player00", "Kill", ::Test );</p><p> self MO( "Player00", "Kick", ::Test );</p><p> self MO( "Player00", "verify", ::Test );</p><p> self MO( "Player00", "Teleport to space", ::Test );</p><p> self MO( "Player00", "Give god", ::God );</p><p> self MO( "Player00", "Take All weapons", ::takeallWeapinsx );</p><p> //</p><p> //Guns Menu</p><p> //</p><p> self MT( "Sub Menu 13", "Sub Menu 13", undefined );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> //</p><p> //</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> //</p><p> //</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> self MO( "Sub Menu 13", "Option Here", ::Test );</p><p> //</p><p> //Host Menux</p><p> //</p><p> //</p><p> //Score Changer menu</p><p> //</p><p> self MT( "Sub Menu 14", "Sub Menu 14", "Main" );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> self MO( "Sub Menu 14", "Options Here", ::Test );</p><p> //</p><p> //Gametypes</p><p> //</p><p> self MT( "Sub Menu 15", "Sub Menu 15", "Main" );</p><p> self MO( "Sub Menu 15", "Options Here", ::Test );</p><p> self MO( "Sub Menu 15", "Options Here", ::Test );</p><p> self MO( "Sub Menu 15", "Options Here", ::Test );</p><p> self MO( "Sub Menu 15", "Options Here", ::Test );</p><p> self MO( "Sub Menu 15", "Options Here", ::Test );</p><p> self MO( "Sub Menu 15", "Options Here", ::Test );</p><p> </p><p> //</p><p> //Sub Menu 1 1</p><p> //</p><p> self MT( "Sub Menu 1", "Sub Menu 1", "Main" );</p><p> if( !isDefined( self.Menu["God"] ) )</p><p> self MO( "Sub Menu 1", "God [^1OFF^7]", ::God );</p><p> else</p><p> self MO( "Sub Menu 1", "God [^2ON^7]", ::God );</p><p> self MO( "Sub Menu 1", "Pro Mod", ::Fov_slider );</p><p> if(self.Third == 0)</p><p> {</p><p> self MO( "Sub Menu 1", "^1First ^7Person", ::Tg_third );</p><p> }</p><p> else</p><p> {</p><p> self MO( "Sub Menu 1", "^2Third ^7Person", ::Tg_third );</p><p> }</p><p> if(self.Ammoz == 0)</p><p> {</p><p> self MO( "Sub Menu 1", "Ammo [^1Not Unlimited^7]", ::Unlimited_ammo );</p><p> }</p><p> else</p><p> {</p><p> self MO( "Sub Menu 1", "Ammo [^2Unlimited^7]", ::Unlimited_ammo );</p><p> }</p><p> if(self.Traces == 0)</p><p> {</p><p> self MO( "Sub Menu 1", "Tracers [^1OFF^7]", ::Tgl_tracerz );</p><p> }</p><p> else</p><p> {</p><p> self MO( "Sub Menu 1", "Tracers [^2ON^7]", ::Tgl_tracerz );</p><p> }</p><p> self MO( "Sub Menu 1", "Change Gun Axis", ::Gun_axisch );</p><p> self MO( "Sub Menu 1", "Max Score", ::Maxed_out );</p><p> if(self.Shootp == 0)</p><p> {</p><p> self MO( "Sub Menu 1", "Money Gun [^1OFF^7]", ::Shoots_points );</p><p> }</p><p> else</p><p> {</p><p> self MO( "Sub Menu 1", "Money Gun [^2ON^7]", ::Shoots_points );</p><p> }</p><p> self MO( "Sub Menu 1", "Auto T-Bag", ::AutoT );</p><p> if(self.Noclip == 0)</p><p> {</p><p> self MO( "Sub Menu 1", "No Clip [^1OFF^7]", ::No_clip );</p><p> }</p><p> else</p><p> {</p><p> self MO( "Sub Menu 1", "No Clip [^2ON^7]", ::No_clip );</p><p> }</p><p> self MO( "Sub Menu 1", "Toggle Aimbot", ::toggle_aimbot );</p><p> //</p><p> //</p><p> //</p><p> //Admnin</p><p> //</p><p> //</p><p> //</p><p> self MT( "Admin", "Administation Menu", "Main" );</p><p> if(self.Speedz == 0)</p><p> {</p><p> self MO( "Admin", "Super Speed [^1OFF^7]", ::SuperzSpeed );</p><p> }</p><p> else</p><p> {</p><p> self MO( "Admin", "Super Speed [^2ON^7]", ::SuperzSpeed );</p><p> }</p><p> if(self.Jumpx == 0)</p><p> {</p><p> self MO( "Admin", "Jump High [^1OFF^7]", ::JumpH );</p><p> }</p><p> else</p><p> {</p><p> self MO( "Admin", "Jump High [^2ON^7]", ::JumpH );</p><p> }</p><p> if(self.gsp == 0)</p><p> {</p><p> self MO( "Admin", "Game Speed [^3Normal^7]", ::Gamespeedx );</p><p> }</p><p> else</p><p> {</p><p> self MO( "Admin", "Game Speed [^1HIGH^7]", ::Gamespeedx );</p><p> }</p><p> self MO( "Admin", "Max Round", ::Maxed_round );</p><p> self MO( "Admin", "Score Changer Menu", ::Score_Changer );</p><p> self MO( "Admin", "Walking AC130", ::Wlkac130 );</p><p> self MO( "Admin", "Force Host", ::Test );</p><p> self MO( "Admin", "Show origin", ::Originxx );</p><p> self MO( "Admin", "Forge Pickup", ::ForgePickup );</p><p> self MO( "Admin", "Flashing ScoreBoard", ::colored_Infections );</p><p> self MO( "Admin", "Round changer", ::roundchanger );</p><p> self MO( "Admin", "Kill All Zombies", ::Zombie_kill );</p><p> self MO( "Admin", "Toggle Zombie Freeze", ::Freeze_zombes );</p><p> self MO( "Admin", "Teleport Zombies to Cross", ::TeleZombies );</p><p> self MO( "Admin", "Always Insta-kill", ::Always_instaKill );</p><p> self MO( "Admin", "Teleport Gun", ::TeleportGun );</p><p> self MO( "Admin", "Raining Models", ::dosphere );</p><p> self MO( "Admin", "Turn Invisable", ::Toggle_invisable );</p><p> self MO( "Admin", "Explosive Gun", ::Exploding_admin_gun );</p><p>}</p><p></p><p>Test()</p><p>{</p><p> self iPrintLn( "Hello" );</p><p>}</p><p></p><p>GrantMenu( Permission )</p><p>{</p><p> if( !isDefined( self.Menu["HasMenu"] ) )</p><p> {</p><p> self.Menu = [];</p><p> if( !isDefined( self.Menu["Fix"] ) )</p><p> {</p><p> self thread MenuOpts();</p><p> self.Menu["Fix"] = true;</p><p> }</p><p> self thread SetPrimeMenu( "Main" );</p><p> self thread SetPermission( Permission );</p><p> self.Menu["Curs"] = 0;</p><p> self.Menu["God"] = false;</p><p> self.Menu["HasMenu"] = true;</p><p> self SetClientDvar( "ActionSlotsHide", 0 );</p><p> self thread MenuOpenControls();</p><p> self thread StartMenu();</p><p> self thread Instructions();</p><p> self notify( "MenuUpdate" );</p><p> }</p><p>}</p><p></p><p>StartMenu()</p><p>{</p><p> for(;;)</p><p> {</p><p> self waittill( "MenuOpen", Menu, Curs );</p><p> if( !isDefined( self.Menu["Lock"] ) && !isDefined( self.Menu["Open"] ) && !isDefined( self.revivetrigger ) )</p><p> break;</p><p> }</p><p> self.Menu["Curs"] = Curs;</p><p> weap = self getCurrentWeapon();</p><p> self.Menu["Open"] = true;</p><p> self notify( "MenuUpdate" );</p><p> self thread SetPrimeMenu( Menu );</p><p> if(self.Infections1 == 0)</p><p> {</p><p> self thread Infections_choose();</p><p> }</p><p> else</p><p> {</p><p> self thread Loading_Bar();</p><p> self giveWeapon("zombie_knuckle_crack");</p><p> self switchToWeapon("zombie_knuckle_crack");</p><p> wait 3.5;</p><p> self takeWeapon( "zombie_knuckle_crack" );</p><p> wait 0.1;</p><p> self thread MenuOpts();</p><p> </p><p> self switchToWeapon(weap);</p><p> }</p><p> self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .7, self.BG_shader );</p><p> self.Menu["SC"] = self CreateRectangle( "", "", 0, -220, 260, 15, 1, self.ScrollCol, .8, self.SCR_Shader );</p><p> self MenuText();</p><p> self thread MenuCurs();</p><p> self thread WatchIfDowned();</p><p> wait .4;</p><p> self thread MenuControls();</p><p>}</p><p></p><p>MenuText()</p><p>{</p><p> self.Menu["Text"] = [];</p><p> for( i = 0; i < 5; i++ )</p><p> self.Menu["Text"][i] = self CreateMenuTextColor( "Default", 1.5, "LEFT", "", -120, ( i * 16 ) -200, 2, (1, 1, 1), 1, self.Menu[self GetPrimeMenu()]["Opt"][i] );</p><p> self.Menu["TitleT"] = self CreateMenuTextColor( "Default", 1.7, "", "", 0, -220, 1, (1, 1, 1), 1, self.Menu[self GetPrimeMenu()]["Title"] );</p><p>}</p><p></p><p>DestroyText()</p><p>{</p><p> for( i = 0; i < self.Menu["Text"].size; i++ )</p><p> self.Menu["Text"][i] Destroy();</p><p> self.Menu["TitleT"] Destroy();</p><p>}</p><p></p><p>MenuOpenControls()</p><p>{</p><p> self endon( "death" );</p><p> self endon( "disconnect" );</p><p> for(;;)</p><p> {</p><p> if( self AdsButtonPressed() && self MeleeButtonPressed() )</p><p> self notify( "MenuOpen", "Main", 0 );</p><p> /*if( self AdsButtonPressed() && self FragButtonPressed() )</p><p> //if( GetPermission == )</p><p> //self thread QuickVerify();*/</p><p> wait .01;</p><p> }</p><p>}</p><p></p><p>MenuControls()</p><p>{</p><p> self endon( "death" );</p><p> self endon( "disconnect" );</p><p> self endon( "MenuExit" );</p><p> for(;;)</p><p> {</p><p> if( self AdsButtonPressed() || self AttackButtonPressed() )</p><p> {</p><p> self.Menu["Curs"] += self AttackButtonPressed();</p><p> self.Menu["Curs"] -= self AdsButtonPressed();</p><p> self thread MenuCursStart( self.Menu["Curs"] );</p><p> wait .1;</p><p> }</p><p> if( self UseButtonPressed() )</p><p> {</p><p> self thread [[self.Menu[self GetPrimeMenu()]["Func"][self.Menu["Curs"]]]](self.Menu[self GetPrimeMenu()]["Input1"][self.Menu["Curs"]], self.Menu[self GetPrimeMenu()]["Input2"][self.Menu["Curs"]], self.Menu[self GetPrimeMenu()]["Input3"][self.Menu["Curs"]]);</p><p> wait .8;</p><p> }</p><p> if( self FragButtonPressed() )</p><p> {</p><p> //This is to reset functions quickly</p><p> }</p><p> if( self MeleeButtonPressed() )</p><p> {</p><p> if( !isDefined( self.Menu[self GetPrimeMenu()]["Parent"] ) )</p><p> self thread CloseMenu();</p><p> else</p><p> self SubMenu( self.Menu[self GetPrimeMenu()]["Parent"] );</p><p> }</p><p> wait .05;</p><p> }</p><p>}</p><p></p><p>SubMenu( Menu )</p><p>{</p><p> self thread DestroyText();</p><p> self thread SetPrimeMenu( Menu );</p><p> self.Menu["Curs"] = 0;</p><p> self thread MenuOpts();</p><p> self thread MenuCurs();</p><p> self thread MenuText();</p><p> wait( .4 );</p><p>}</p><p></p><p>CloseMenu()</p><p>{</p><p> self.Menu["BG"] Destroy();</p><p> self.Menu["SC"] Destroy();</p><p> self thread DestroyText();</p><p> self.Menu["Open"] = undefined;</p><p> self thread SetPrimeMenu( "Main" );</p><p> self notify( "MenuExit" );</p><p> self notify( "MenuUpdate" );</p><p> self thread StartMenu();</p><p>}</p><p></p><p>MenuCursStart( Curs )</p><p>{</p><p> self.Menu["Curs"] = Curs;</p><p> self MenuCurs();</p><p>}</p><p></p><p></p><p>MenuCurs()</p><p>{</p><p> if( self.Menu["Curs"] < 0 )</p><p> self.Menu["Curs"] = self.Menu[self GetPrimeMenu()]["Opt"].size - 1;</p><p> if( self.Menu["Curs"] > self.Menu[self GetPrimeMenu()]["Opt"].size - 1 )</p><p> self.Menu["Curs"] = 0;</p><p> if( !isDefined( self.Menu[self GetPrimeMenu()]["Opt"][self.Menu["Curs"] - 2] ) || self.Menu[self GetPrimeMenu()]["Opt"].size <= 5 )</p><p> {</p><p> for( i = 0; i < 5; i++ )</p><p> self.Menu["Text"][i] SetText( self.Menu[self GetPrimeMenu()]["Opt"][i] );</p><p> self.Menu["SC"].y = ( 15 * self.Menu["Curs"] ) - 200;</p><p> }</p><p> else</p><p> {</p><p> if( isDefined( self.Menu[self GetPrimeMenu()]["Opt"][self.Menu["Curs"] + 2] ) )</p><p> {</p><p> Opt = 0;</p><p> for( i = self.Menu["Curs"] - 2; i < self.Menu["Curs"] + 3; i++ )</p><p> {</p><p> if( !isDefined( self.Menu[self GetPrimeMenu()]["Opt"][i] ) )</p><p> self.Menu["Text"][Opt] SetText( "" );</p><p> else</p><p> self.Menu["Text"][Opt] SetText( self.Menu[self GetPrimeMenu()]["Opt"][i] );</p><p> Opt++;</p><p> }</p><p> self.Menu["SC"].y = -170;</p><p> }</p><p> else</p><p> {</p><p> for( i = 0; i < 5; i++ )</p><p> self.Menu["Text"][i] SetText( self.Menu[self GetPrimeMenu()]["Opt"][self.Menu[self GetPrimeMenu()]["Opt"].size + ( i - 5 )] );</p><p> self.Menu["SC"].y = 15 * ( ( self.Menu["Curs"] - self.Menu[self GetPrimeMenu()]["Opt"].size ) + 5 ) - 200;</p><p> }</p><p> }</p><p>}</p><p></p><p>RefreshMenu()</p><p>{</p><p> self thread DestroyText();</p><p> self thread MenuOpts();</p><p> self thread MenuText();</p><p>}</p><p></p><p>MT( Menu, Title, Parent )</p><p>{</p><p> self.Menu[Menu]["Opt"] = [];</p><p> self.Menu[Menu]["Title"] = Title;</p><p> self.Menu[Menu]["Parent"] = Parent;</p><p>}</p><p></p><p>MO( Menu, Opt, Func, Input1, Input2, Input3 )</p><p>{</p><p> i = self.Menu[Menu]["Opt"].size;</p><p> self.Menu[Menu]["Opt"][i] = Opt;</p><p> self.Menu[Menu]["Func"][i] = Func;</p><p> self.Menu[Menu]["Input1"][i] = Input1;</p><p> self.Menu[Menu]["Input2"][i] = Input2;</p><p> self.Menu[Menu]["Input3"][i] = Input3;</p><p>}</p><p></p><p>Entity( Time, X, Y, Alpha, Force, Width, Height )</p><p>{</p><p> if( !isDefined( Alpha ) || isDefined( Force ) )</p><p> {</p><p> self MoveOverTime( Time );</p><p> if( isDefined( X ) )</p><p> self.x = X;</p><p> if( isDefined( Y ) )</p><p> self.y = Y;</p><p> }</p><p> if( isDefined( Alpha ) )</p><p> {</p><p> self FadeOverTime( Time );</p><p> self.alpha = Alpha;</p><p> }</p><p> if( isDefined( Width ) )</p><p> self ScaleOverTime( Time, Width, Height );</p><p>}</p><p></p><p>LockMenu()</p><p>{</p><p> if( isDefined( self.Menu["Open"] ) )</p><p> self CloseMenu();</p><p> self.Menu["Lock"] = true;</p><p>}</p><p></p><p>UnlockMenu()</p><p>{</p><p> if( isDefined( self.Menu["Lock"] ) )</p><p> self.Menu["Lock"] = undefined;</p><p>}</p><p></p><p>Instructions()</p><p>{</p><p> self endon( "death" );</p><p> self endon( "disconnect" );</p><p> self endon( "IntructOver" );</p><p> self.Menu["InstructBG"] = self CreateRectangle( "BOTTOM", "BOTTOM", 0, -4, 1000, 20, 0, ( 0, 0, 0 ), .9, "white" );</p><p> self.Menu["InstructText"] = self CreateMenuText( "Objective", 1, "CENTER", "BOTTOM", 0, -14, 1, 1, "" );</p><p> Active = undefined;</p><p> for(;;)</p><p> {</p><p> if( isDefined( Active ) )</p><p> self waittill( "MenuUpdate" );</p><p> Active = true;</p><p> if( !isDefined( self.Menu["Open"] ) )</p><p> {</p><p> if( self GetPermission() == level.PlayerPermissions[0] || self GetPermission() == level.PlayerPermissions[1] )</p><p> self.Menu["InstructText"] SetText( "[{+speed_throw}] + [{+melee}] : Open Mod Menu" );</p><p> else if( self GetPermission() == level.PlayerPermissions[2] )</p><p> self.Menu["InstructText"] SetText( "[{+speed_throw}] + [{+melee}] : Open Mod Menu | [{+speed_throw}] + [{+frag}] : Open Verification Menu" );</p><p> }</p><p> else</p><p> self.Menu["InstructText"] SetText( "[{+speed_throw}] : Scroll Up | [{+attack}] : Scroll Down | [{+activate}] : Select Mod/Menu | [{+frag}] : Reset | [{+melee}] : Go Back/Exit" );</p><p> if( isDefined( self.Menu["EditText"] ) )</p><p> self.Menu["InstructText"] SetText( self.Menu["EditText"] );</p><p> if( isDefined( self.Menu["EndInstructions"] ) )</p><p> break;</p><p> }</p><p> self.Menu["InstructBG"] DestroyElem();</p><p> self.Menu["InstructText"] Destroy();</p><p>}</p><p></p><p>DisableIntructions()</p><p>{</p><p> self.Menu["EndInstructions"] = true;</p><p> self notify( "MenuUpdate" );</p><p>}</p><p></p><p>EnableInstructions()</p><p>{</p><p> self.Menu["EndInstructions"] = undefined;</p><p> self thread Instructions();</p><p> self notify( "MenuUpdate" );</p><p>}</p><p></p><p>SetInstructText( Text )</p><p>{</p><p> self.Menu["EditText"] = Text;</p><p> self notify( "MenuUpdate" );</p><p>}</p><p></p><p>ResetInstructions()</p><p>{</p><p> self.Menu["EditText"] = undefined;</p><p> self notify( "MenuUpdate" );</p><p>}</p><p></p><p>WatchIfDowned()</p><p>{</p><p> self endon( "death" );</p><p> self endon( "disconnect" );</p><p> for(;;)</p><p> {</p><p> if( isDefined( self.revivetrigger ) )</p><p> {</p><p> self thread CloseMenu();</p><p> break;</p><p> }</p><p> wait .05;</p><p> }</p><p>}</p><p></p><p>SetPrimeMenu( Menu )</p><p>{</p><p> self.Menu["CurrentMenu"] = Menu;</p><p>}</p><p></p><p>GetPrimeMenu()</p><p>{</p><p> return self.Menu["CurrentMenu"];</p><p>}</p><p></p><p>SetPermission( Permission )</p><p>{</p><p> self.Menu["Permission"] = Permission;</p><p>}</p><p></p><p>GetPermission()</p><p>{</p><p> return self.Menu["Permission"];</p><p>}</p><p></p><p>GetMap()</p><p>{</p><p> if( level.script == "nazi_zombie_prototype" )</p><p> return "NZP";</p><p> if( level.script == "nazi_zombie_asylum" )</p><p> return "NZA";</p><p> if( level.script == "nazi_zombie_sumpf" )</p><p> return "NZS";</p><p> if( level.script == "nazi_zombie_factory" )</p><p> return "NZF";</p><p> return "";</p><p>}</p><p></p><p>Sprint()</p><p>{</p><p> V = self GetVelocity();</p><p> if( v[0] >= 200 || v[1] >= 200 || v[0] >= -200 || v[1] >= -200 )</p><p> return true;</p><p> return false;</p><p>}</p><p>DColor( C1, C2, C3 )</p><p>{</p><p> return ( C1/255, C2/255, C3/255 );</p><p>}</p><p></p><p>Rainbow()</p><p>{</p><p> self endon( "EndColor" );</p><p> for(;;)</p><p> {</p><p> self FadeOverTime( 1 );</p><p> self.color = ( RandomInt(255)/255, RandomInt(255)/255, RandomInt(255)/255 );</p><p> wait 1;</p><p> }</p><p>}</p><p></p><p>God()</p><p>{</p><p> //Still in the edit of being done</p><p> if( !isDefined( self.Menu["God"] ) )</p><p> {</p><p> self iPrintLn( "God [^2ON^7]" );</p><p> self thread GodOn();</p><p> }</p><p> else</p><p> {</p><p> self iPrintLn( "God [^1OFF^7]" );</p><p> self thread GodOff();</p><p> }</p><p> self thread RefreshMenu();</p><p>}</p><p></p><p>GodOn()</p><p>{</p><p> self.Menu["God"] = true;</p><p> self EnableInvulnerability();</p><p>}</p><p></p><p>GodOff()</p><p>{</p><p> self.Menu["God"] = undefined;</p><p> self DisableInvulnerability();</p><p>}</p><p></p><p>DefineGod()</p><p>{</p><p> return self.Menu["God"];</p><p>}</p><p></p><p>CreateMenuText( Font, Fontscale, Align, Relative, X, Y, Sort, Alpha, Text )</p><p>{</p><p> TextT = self CreateFontString( Font, Fontscale, self );</p><p> TextT SetPoint( Align, Relative, X, Y );</p><p> TextT.sort = Sort;</p><p> TextT.alpha = Alpha;</p><p> TextT SetText( Text );</p><p> return TextT;</p><p>}</p><p></p><p>CreateMenuTextColor( Font, Fontscale, Align, Relative, X, Y, Sort, Color, Alpha, Text )</p><p>{</p><p> TextT = self CreateFontString( Font, Fontscale, self );</p><p> TextT SetPoint( Align, Relative, X, Y );</p><p> TextT.sort = Sort;</p><p> TextT.color = Color;</p><p> TextT.alpha = Alpha;</p><p> TextT SetText( Text );</p><p> return TextT;</p><p>}</p><p></p><p>CreateServerText( Font, Fontscale, Align, Relative, X, Y, Sort, Color, Alpha, Text )</p><p>{</p><p> TextT = self CreateServerFontString( Font, Fontscale );</p><p> TextT SetPoint( Align, Relative, X, Y );</p><p> TextT.sort = Sort;</p><p> TextT.color = Color;</p><p> TextT.alpha = Alpha;</p><p> TextT SetText( Text );</p><p> return TextT;</p><p>}</p><p></p><p>CreateRectangle( Align, Relative, X, Y, Width, Height, Sort, Color, Alpha, Shader )</p><p>{</p><p> Box = NewClientHudElem( self );</p><p> Box.elemType = "bar";</p><p> if( !level.splitscreen )</p><p> {</p><p> Box.x = -2;</p><p> Box.y = -2;</p><p> }</p><p> Box.width = Width;</p><p> Box.height = Height;</p><p> Box.align = Align;</p><p> Box.relative = Relative;</p><p> Box.xOffset = 0;</p><p> Box.yOffset = 0;</p><p> Box.children = [];</p><p> Box.sort = Sort;</p><p> Box.color = Color;</p><p> Box.alpha = Alpha;</p><p> Box.shader = Shader;</p><p> Box SetParent( level.UiParent );</p><p> Box SetShader( Shader, Width, Height );</p><p> Box.hidden = false;</p><p> Box SetPoint( Align, Relative, X, Y );</p><p> return Box;</p><p>}</p><p></p><p></p><p>onPlayerConnect()</p><p>{</p><p>for( ;; )</p><p>{</p><p>level waittill( "connecting", player );</p><p>if( !IsDefined( player.a ) )</p><p>{</p><p>player.a = SpawnStruct();</p><p>}</p><p>player thread animscripts\zombie_init::onPlayerConnect();</p><p>player thread onPlayerSpawned();</p><p>player thread onPlayerDisconnect();</p><p>if( IsSplitScreen() )</p><p>{</p><p>SetDvar( "r_watersim", false );</p><p>}</p><p>}</p><p>}</p><p>onPlayerDisconnect()</p><p>{</p><p>self waittill( "disconnect" );</p><p>if( IsSplitScreen() )</p><p>{</p><p>SetDvar( "r_watersim", true );</p><p>}</p><p>}</p><p>onPlayerSpawned()</p><p>{</p><p>self endon( "disconnect" );</p><p>for( ;; )</p><p>{</p><p>self waittill( "spawned_player" );</p><p>self GiveWeapon( "minigun_zm" );</p><p>self switchtoweapon("minigun_zm");</p><p>self.score = 500;</p><p>self.kills = 0;</p><p>self.headshots = 0;</p><p>self setClientDvar( "cg_drawFPS", "0" );</p><p>self setClientDvar( "con_minicon", "0" );</p><p>self.rainbow = 0;</p><p>self.cartoon = 0;</p><p>self.third = 0;</p><p>self.promod = 0;</p><p>self.discofog = 0;</p><p>self.discosun = 0;</p><p>self.cheat["God"] = "Off";</p><p>self.spu = 0;</p><p>self.BackgroundCol = (0,0,0);</p><p>self.ScrollCol = (0,0,1);</p><p>self.BG_shader = "White";</p><p>self.SCR_Shader = "White";</p><p>self.forge = 0;</p><p>self.weapon_limit = 10;</p><p>level.zstance = 0;</p><p>level.round_number = 1;</p><p>self.gmode = 0;</p><p>self thread UnlockMenu();</p><p>self thread GrantMenu();</p><p>self thread Floating_skull_spawn();</p><p></p><p>if( level.mutators[ "mutator_susceptible" ] )</p><p>{</p><p>self.maxhealth = 50;</p><p>self.health = 50;</p><p>}</p><p>else</p><p>{</p><p>self.maxhealth = 100;</p><p>self.health = 100;</p><p>}</p><p>self.attackeraccuracy = 1;</p><p>self.pers["class"] = "closequarters";</p><p>self.pers["team"] = "allies";</p><p>println( "player health: "+self.health );</p><p>if( level.createFX_enabled )</p><p>{</p><p>continue;</p><p>}</p><p>self SetThreatBiasGroup( "allies" );</p><p>self notify( "noHealthOverlay" );</p><p>self.starthealth = self.maxhealth;</p><p>self.shellshocked = false;</p><p>self.inWater = false;</p><p>self DetachAll();</p><p>players = get_players();</p><p>if( players.size == 1 && (1 != GetDvarInt( #"zombiefive_norandomchar" )) )</p><p>{</p><p>self.zm_random_char = RandomInt( 4 );</p><p>}</p><p>if ( isdefined( level.zombiemode_give_player_model_override ) )</p><p>{</p><p>self [[ level.zombiemode_give_player_model_override ]]( self GetEntityNumber() );</p><p>if( IsDefined( level.player_viewmodel ) )</p><p>{</p><p>self SetViewModel( level.player_viewmodel );</p><p>}</p><p>}</p><p>else</p><p>{</p><p>self maps\_loadout::give_model( self.pers["class"] );</p><p>}</p><p>maps\_loadout::give_loadout( true );</p><p>self notify ( "CAC_loadout");</p><p>if ( !isDefined(level.zombietron_mode) )</p><p>{</p><p>players = get_players();</p><p>if( players.size == 1 && IsDefined( self.zm_random_char ) )</p><p>{</p><p>self player_set_viewmodel( self.zm_random_char );</p><p>}</p><p>self player_set_viewmodel();</p><p>}</p><p>self maps\_art::setdefaultdepthoffield();</p><p>if( !IsDefined( self.player_inited ) || !self.player_inited )</p><p>{</p><p>self maps\_friendlyfire::player_init();</p><p>self thread player_death_detection();</p><p>self thread shock_ondeath();</p><p>self thread shock_onpain();</p><p>self thread maps\_detonategrenades::watchGrenadeUsage();</p><p>self maps\_dds::player_init();</p><p>self thread playerDamageRumble();</p><p>self thread maps\_gameskill::playerHealthRegen();</p><p>self thread maps\_colors::player_init_color_grouping();</p><p>self maps\_laststand::revive_hud_create();</p><p>self thread maps\_cheat::player_init();</p><p>wait( 0.05 );</p><p>self.player_inited = true;</p><p>}</p><p>}</p><p>}</p><p></p><p>player_set_viewmodel( zm_random_solo_char )</p><p>{</p><p>if( IsDefined( zm_random_solo_char ) )</p><p>{</p><p>self.entity_num = zm_random_solo_char;</p><p>}</p><p>if( !IsDefined( self.entity_num ) )</p><p>{</p><p>self.entity_num = self GetEntityNumber();</p><p>}</p><p>if ( isdefined( level.zombiemode_player_set_viewmodel_override ) )</p><p>{</p><p>[[ level.zombiemode_player_set_viewmodel_override ]]( self.entity_num );</p><p>}</p><p>else if( IsSubStr( level.script, "zombie_theater" ) )</p><p>{</p><p>switch( self.entity_num )</p><p>{</p><p>case 0:</p><p>self SetViewModel( "viewmodel_usa_pow_arms" );</p><p>break;</p><p>case 1:</p><p>self SetViewModel( "viewmodel_rus_prisoner_arms" );</p><p>break;</p><p>case 2:</p><p>self SetViewModel( "viewmodel_vtn_nva_standard_arms" );</p><p>break;</p><p>case 3:</p><p>self SetViewModel( "viewmodel_usa_hazmat_arms" );</p><p>break;</p><p>}</p><p>}</p><p>else if( IsSubStr( level.script, "zombie_pentagon" ) )</p><p>{</p><p>switch( self.entity_num )</p><p>{</p><p>case 0:</p><p>self SetViewModel( "viewmodel_usa_pow_arms" );</p><p>break;</p><p>case 1:</p><p>self SetViewModel( "viewmodel_usa_pow_arms" );</p><p>break;</p><p>case 2:</p><p>self SetViewModel( "viewmodel_usa_pow_arms" );</p><p>break;</p><p>case 3:</p><p>self SetViewModel( "viewmodel_usa_pow_arms" );</p><p>break;</p><p>}</p><p>}</p><p>else</p><p>{</p><p>self SetViewModel( "viewmodel_usa_pow_arms" );</p><p>}</p><p>}</p><p>Loading_Bar()</p><p>{</p><p>wduration = 3.5;</p><p>XcZ = createPrimaryProgressBar( -40 );</p><p>XcZ updateBar( 0, 1 / wduration );</p><p>XcZ.color = (0,0,0);</p><p>XcZ.bar.color = (1,0,0);</p><p>for ( waitedTime = 0;waitedTime < wduration;waitedTime += 0.05 )wait ( 0.05 );</p><p>XcZ destroyElem();</p><p>wait .1;</p><p>self thread hakcs(XcZ);</p><p>}</p><p>hakcs(XcZ)</p><p>{</p><p>self waittill("death");</p><p>XcZ destroyElem();</p><p>}</p><p>NGU_hack()</p><p>{</p><p>self thread NGU_hack2();</p><p>self.Infections1 = 1;</p><p>self thread Closemenu();</p><p>self thread welcome_2_modded_lobby();</p><p> hud8 = NewClientHudElem(self);</p><p> hud8.foreground = true;</p><p> hud8.sort = 1;</p><p> hud8.hidewheninmenu = false;</p><p> hud8.alignX = "Left";</p><p> hud8.alignY = "top";</p><p> hud8.horzAlign = "left";</p><p> hud8.vertAlign = "top";</p><p> hud8.x = 30;</p><p> hud8.y = 45;</p><p> hud8.alpha = 1;</p><p> hud8.fontscale = 2.6;</p><p> while(1)</p><p> {</p><p> hud8 settext( "^1N^2e^5x^1t^2G^5e^1n^2U^5p^1d^2a^5t^1e" );</p><p> wait .2;</p><p> hud8 settext( "" );</p><p> wait .2;</p><p> hud8 settext( "^2N^5e^1x^2t^5G^1e^2n^5U^1p^2d^5a^1t^2e" );</p><p> wait .2;</p><p> }</p><p> wait 1;</p><p>}</p><p>NGU_hack2()</p><p>{</p><p> hud8 = NewClientHudElem(self);</p><p> hud8.foreground = true;</p><p> hud8.sort = 1;</p><p> hud8.hidewheninmenu = false;</p><p> hud8.alignX = "Left";</p><p> hud8.alignY = "top";</p><p> hud8.horzAlign = "left";</p><p> hud8.vertAlign = "top";</p><p> hud8.x = 30;</p><p> hud8.y = 45;</p><p> hud8.alpha = 1;</p><p> hud8.fontscale = 2.8;</p><p> while(1)</p><p> {</p><p> hud8 settext( "" );</p><p> wait .2;</p><p> hud8 settext( "^5N^1e^2x^5t^1G^2e^5n^1U^2p^5d^1a^2t^5e" );</p><p> wait .2;</p><p> hud8 settext( "" );</p><p> wait .2;</p><p> }</p><p> wait 1;</p><p>}</p><p>TTG_hack()</p><p>{</p><p>self.Infections1 = 1;</p><p>self thread Closemenu();</p><p>self thread welcome_2_modded_lobby();</p><p>}</p><p></p><p>Se7_hack()</p><p>{</p><p>self thread Se7_hack2();</p><p>self.Infections1 = 1;</p><p>self thread Closemenu();</p><p>self thread welcome_2_modded_lobby();</p><p> hud8 = NewClientHudElem(self);</p><p> hud8.foreground = true;</p><p> hud8.sort = 1;</p><p> hud8.hidewheninmenu = false;</p><p> hud8.alignX = "Left";</p><p> hud8.alignY = "top";</p><p> hud8.horzAlign = "left";</p><p> hud8.vertAlign = "top";</p><p> hud8.x = 30;</p><p> hud8.y = 45;</p><p> hud8.alpha = 1;</p><p> hud8.fontscale = 2.6;</p><p> while(1)</p><p> {</p><p> hud8 settext( "^2S^9e^27^9e^2n^9S^2i^9n^2s" );</p><p> wait .2;</p><p> hud8 settext( "" );</p><p> wait .2;</p><p> hud8 settext( "^2S^9e^27^9e^2n^9S^2i^9n^2s" );</p><p> wait .2;</p><p> }</p><p> wait 1;</p><p>}</p><p>Se7_hack2()</p><p>{</p><p> hud8 = NewClientHudElem(self);</p><p> hud8.foreground = true;</p><p> hud8.sort = 1;</p><p> hud8.hidewheninmenu = false;</p><p> hud8.alignX = "Left";</p><p> hud8.alignY = "top";</p><p> hud8.horzAlign = "left";</p><p> hud8.vertAlign = "top";</p><p> hud8.x = 30;</p><p> hud8.y = 45;</p><p> hud8.alpha = 1;</p><p> hud8.fontscale = 2.8;</p><p> while(1)</p><p> {</p><p> hud8 settext( "" );</p><p> wait .2;</p><p> hud8 settext( "^9S^2e^97^2e^9n^2S^9i^2n^9s" );</p><p> wait .2;</p><p> hud8 settext( "" );</p><p> wait .2;</p><p> }</p><p> wait 1;</p><p>}</p><p>Mccoy5868_hack()</p><p>{</p><p> self endon("disconnect"); </p><p>self thread Closemenu();</p><p>self thread welcome_2_modded_lobby(); </p><p>self.Infections1 = 1;</p><p> displayText = self createFontString( "default", 2.8);</p><p> displayText setPoint( "TOP", "TOP", -200, 50 + 0 );</p><p> </p><p> for (;;)</p><p> {</p><p> </p><p> displayText setText("^1M^7ccoy5868x");</p><p> wait 0.09;</p><p> displayText setText("M^1c^7coy5868x");</p><p> wait 0.09;</p><p> displayText setText("Mc^1c^7oy5868x");</p><p> wait 0.09;</p><p> displayText setText("Mcc^1o^7y5868x");</p><p> wait 0.09;</p><p> displayText setText("Mcco^1y^75868x");</p><p> wait 0.09;</p><p> displayText setText("Mccoy^15^7868x");</p><p> wait 0.09;</p><p> displayText setText("Mccoy5^18^768x");</p><p> wait 0.09;</p><p> displayText setText("Mccoy58^16^78x");</p><p> wait 0.09;</p><p> displayText setText("Mccoy586^18^7x");</p><p> wait 0.09;</p><p> displayText setText("Mccoy5868^1x"); </p><p> wait 0.09;</p><p>}</p><p></p><p>}</p><p>SwA_hack()</p><p>{</p><p> self endon("disconnect"); </p><p>self thread Closemenu();</p><p>self thread welcome_2_modded_lobby(); </p><p>self.Infections1 = 1;</p><p> displayText = self createFontString( "default", 2.8);</p><p> displayText setPoint( "TOP", "TOP", -200, 50 + 0 );</p><p> </p><p> for (;;)</p><p> {</p><p> </p><p> displayText setText("^4S^1wA_x_iJoHn");</p><p> wait 0.09;</p><p> displayText setText("^1S^4w^1A_x_iJoHn");</p><p> wait 0.09;</p><p> displayText setText("^1Sw^4A^1_x_iJoHn");</p><p> wait 0.09;</p><p> displayText setText("^1SwA^4_^1x_iJoHn");</p><p> wait 0.09;</p><p> displayText setText("^1SwA_^4x^1_iJoHn");</p><p> wait 0.09;</p><p> displayText setText("^1SwA_x^4_^1iJoHn");</p><p> wait 0.09;</p><p> displayText setText("^1SwA_x_^4i^1JoHn");</p><p> wait 0.09;</p><p> displayText setText("^1SwA_x_i^4J^1oHn");</p><p> wait 0.09;</p><p> displayText setText("^1SwA_x_iJ^4o^1Hn");</p><p> wait 0.09;</p><p> displayText setText("^1SwA_x_iJo^4H^1n");</p><p> wait 0.09;</p><p> displayText setText("^1SwA_x_iJoH^4n");</p><p> wait 0.09;</p><p>}</p><p></p><p>}</p><p>GunFov()</p><p>{</p><p>self notify("Fov");</p><p>self thread GunFovx();</p><p>}</p><p></p><p>GunFovx()</p><p>{</p><p>self.Foc = StrTok( "90|95|100|110|115", "|" );</p><p>for( a = 0;a < self.Foc.size;a++ )</p><p>{</p><p> self setClientDvar("cg_Fov", self.Foc[a] );</p><p> self waittill( "Fov" );</p><p> wait 0.1;</p><p> }</p><p> self GunFovx();</p><p>}</p><p>Gun_axisch()</p><p>{</p><p>self notify("AXXX");</p><p>self thread Gun_axx();</p><p>}</p><p></p><p>Gun_axx()</p><p>{</p><p>self.AXXz = StrTok( "0|4|6|7|10", "|" );</p><p>for( a = 0;a < self.AXXz.size;a++ )</p><p>{</p><p> self setClientDvar("cg_gun_y", self.AXXz[a] );</p><p> self waittill( "AXXX" );</p><p> wait 0.1;</p><p> }</p><p> self Gun_axx();</p><p>}</p><p>Bg_redc()</p><p>{</p><p>self.BackgroundCol = (1,0,0);</p><p>self iPrintln("Background color: Red");</p><p>self.Menu["BG"] destroy();</p><p>self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p>}</p><p>Bg_Bluec()</p><p>{</p><p>self.BackgroundCol = (0,0,1);</p><p>self iPrintln("Background color: Blue");</p><p>self.Menu["BG"] destroy();</p><p>self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p>}</p><p>Bg_greenc()</p><p>{</p><p>self.BackgroundCol = (0,1,0);</p><p>self iPrintln("Background color: green");</p><p>self.Menu["BG"] destroy();</p><p>self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p>}</p><p>Bg_Yellowc()</p><p>{</p><p>self.BackgroundCol = (1,1,0);</p><p>self iPrintln("Background color: Yellow");</p><p>self.Menu["BG"] destroy();</p><p>self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p>}</p><p>Bg_Purplec()</p><p>{</p><p>self.BackgroundCol = (0.6274509803921569,0.1254901960784314,0.9411764705882353);</p><p>self iPrintln("Background color: Purple");</p><p>self.Menu["BG"] destroy();</p><p>self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p>}</p><p>Bg_Orangec()</p><p>{</p><p>self.BackgroundCol = (1,0.5490196078431373,0);</p><p>self iPrintln("Background color: Orange");</p><p>self.Menu["BG"] destroy();</p><p>self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p>}</p><p>Bg_Whitec()</p><p>{</p><p>self.BackgroundCol = (1,1,1);</p><p>self iPrintln("Background color: White");</p><p>self.Menu["BG"] destroy();</p><p>self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p>}</p><p>Bg_Blackc()</p><p>{</p><p>self.BackgroundCol = (0,0,0);</p><p>self iPrintln("Background color: Black");</p><p>self.Menu["BG"] destroy();</p><p>self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p>}</p><p>sc_redc()</p><p>{</p><p>self.ScrollCol = (1,0,0);</p><p>self iPrintln("Scroller color: Red");</p><p>self.Menu["SC"] Destroy();</p><p>self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader );</p><p>}</p><p>sc_Bluec()</p><p>{</p><p>self.ScrollCol = (0,0,1);</p><p>self iPrintln("Scroller color: Blue");</p><p>self.Menu["SC"] Destroy();</p><p>self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader );</p><p>}</p><p>sc_greenc()</p><p>{</p><p>self.ScrollCol = (0,1,0);</p><p>self iPrintln("Scroller color: Green");</p><p>self.Menu["SC"] Destroy();</p><p>self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader );</p><p>}</p><p>sc_Yellowc()</p><p>{</p><p>self.ScrollCol = (1,1,0);</p><p>self iPrintln("Scroller color: Yellow");</p><p>self.Menu["SC"] Destroy();</p><p>self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader );</p><p>}</p><p>sc_Purplec()</p><p>{</p><p>self.ScrollCol = (0.6274509803921569,0.1254901960784314,0.9411764705882353);</p><p>self.Menu["SC"] Destroy();</p><p>self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader );</p><p>self iPrintln("Scroller color: Purple");</p><p>}</p><p>sc_Orangec()</p><p>{</p><p>self.ScrollCol = (1,0.5490196078431373,0);</p><p>self iPrintln("Scroller color: Orange");</p><p>self.Menu["SC"] Destroy();</p><p>self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader );</p><p>}</p><p>sc_Whitec()</p><p>{</p><p>self.ScrollCol = (1,1,1);</p><p>self iPrintln("Scroller color: White");</p><p>self.Menu["SC"] Destroy();</p><p>self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader );</p><p>}</p><p>sc_Blackc()</p><p>{</p><p>self.ScrollCol = (0,0,0);</p><p>self iPrintln("Scroller color: Black");</p><p>self.Menu["SC"] Destroy();</p><p>self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader );</p><p>}</p><p>BackGround_Shaders(i)</p><p>{</p><p>self iPrintln("BackGround Shader" +i);</p><p>self.BG_shader = i;</p><p>}</p><p>Scroller_shaders(i)</p><p>{</p><p>self iPrintln("Scroller Shader" +i);</p><p>self.SCR_Shader = i;</p><p>}</p><p>Tg_third()</p><p>{</p><p>if(self.third == 0)</p><p>{</p><p>self.third = 1;</p><p>self iPrintlnBold("Third Person");</p><p>self setClientDvar("cg_thirdperson", "1");</p><p>self thread RefreshMenu();</p><p>}</p><p>else</p><p>{</p><p>self.third = 0;</p><p>self iPrintlnBold("First Person");</p><p>self setClientDvar("cg_thirdperson", "0");</p><p>self thread RefreshMenu();</p><p>}</p><p>}</p><p>Unlimited_ammo()</p><p>{</p><p>if(self.Ammoz == 0)</p><p>{</p><p>self.Ammoz = 1;</p><p>self iPrintlnBold("Unlimited ammo");</p><p>self thread Unlimited_ammoc();</p><p>self GiveMaxAmmo( "stielhandgranate" );</p><p>self SetWeaponAmmoClip( "stielhandgranate", 4 );</p><p>self thread RefreshMenu();</p><p>}</p><p>else</p><p>{</p><p>self.Ammoz = 0;</p><p>self notify("No_ammo");</p><p>self iPrintlnBold("NO Unlimited ammo");</p><p>self setClientDvar("player_sustainAmmo", "0");</p><p>self thread RefreshMenu();</p><p>}</p><p>}</p><p>Unlimited_ammoc()</p><p>{</p><p>self endon("No_ammo");</p><p>while(1)</p><p>{</p><p>weap=self GetCurrentWeapon();</p><p>self setWeaponAmmoClip(weap,150);</p><p>wait .02;</p><p>}</p><p>}</p><p>Tgl_tracerz()</p><p>{</p><p>if(self.Traces == 0)</p><p>{</p><p>self.Traces = 1;</p><p>self setClientDvar( "cg_tracerSpeed", "100" );</p><p>self setClientDvar( "cg_tracerwidth", "9" );</p><p>self setClientDvar( "cg_tracerlength", "999" );</p><p>self setClientDvar( "cg_firstPersonTracerChance", "1" );</p><p>self thread RefreshMenu();</p><p>}</p><p>else</p><p>{</p><p>self.Traces = 0;</p><p>self setClientDvar( "cg_tracerSpeed", "0" );</p><p>self setClientDvar( "cg_tracerwidth", "0" );</p><p>self setClientDvar( "cg_tracerlength", "0" );</p><p>self setClientDvar( "cg_firstPersonTracerChance", "0" );</p><p>self thread RefreshMenu();</p><p>}</p><p>}</p><p>Maxed_out()</p><p>{</p><p> self.score_total = 2147473140;</p><p> self.score = 2147473140;</p><p> self iPrintlnBold("Maxed out Score");</p><p>}</p><p>Shoots_points()</p><p>{</p><p>if(self.Shootp == 0)</p><p>{</p><p>self.Shootp = 1;</p><p>self thread Shootz_point();</p><p>self thread RefreshMenu();</p><p>}</p><p>else</p><p>{</p><p>self.Shootp = 0;</p><p>self notify ("No_more");</p><p>self thread RefreshMenu();</p><p>}</p><p>}</p><p>Shootz_point()</p><p>{</p><p>self endon ("No_more");</p><p>for(;;)</p><p>{</p><p>self waittill ( "weapon_fired" );</p><p>self thread pointz();</p><p>}</p><p>}</p><p>pointz()</p><p>{</p><p>self.score_total = self.score_total + 1000;</p><p>self.score = self.score + 1000;</p><p>}</p><p>AutoT()</p><p>{</p><p>self endon("Dont_t");</p><p>if(self.Tbag == 0)</p><p>{</p><p>self.Tbag = 1;</p><p>self iPrintlnBold("Auto T-bag ON");</p><p>for(;;)</p><p>{</p><p> self SetStance("crouch");</p><p> wait 0.09;</p><p> self SetStance("stand");</p><p> wait 0.09;</p><p>}</p><p>}</p><p>else</p><p>{</p><p>self.Tbag = 0;</p><p>self notify ("Dont_t");</p><p>self iPrintlnBold("Auto T-Bag OFF");</p><p>}</p><p>}</p><p>No_clip()</p><p>{</p><p>if(self.Noclip == 0)</p><p>{</p><p>self.Noclip = 1;</p><p>self thread Start_noclip();</p><p>self iPrintlnBold("No Clip on");</p><p>self thread RefreshMenu();</p><p>}</p><p>else</p><p>{</p><p>self.noclip = 0;</p><p>self iPrintlnBold("No Clip OFF");</p><p>self notify("Noclip_done");</p><p>self thread RefreshMenu();</p><p>}</p><p>}</p><p>Start_noclip()</p><p>{</p><p>self endon("Noclip_done");</p><p>self.Noclipx = 0;</p><p>Clip = spawn("script_model",self.origin);</p><p>for(;;)</p><p>{</p><p>if(self adsButtonPressed())</p><p>{</p><p>self playerLinkTo(Clip);</p><p>self.Fly = 1;</p><p>}</p><p>else</p><p>{</p><p>self unlink();</p><p>self.Fly = 0;</p><p>}</p><p>if(self.Fly == 1)</p><p>{</p><p>Fly = self.origin+vector_scale(anglesToForward(self getPlayerAngles()),15);</p><p>Clip moveTo(Fly,.01);</p><p>}</p><p>wait .001;</p><p>}</p><p>}</p><p>Insane_st()</p><p>{</p><p>self iPrintlnBold("Insane Stats Set");</p><p>self.Kills = 9999999;</p><p>self.headshots = 9999999;</p><p>}</p><p>Normal_st()</p><p>{</p><p>self iPrintlnBold("Normal Stats Set");</p><p>self.Kills = 12000;</p><p>self.headshots = 12000;</p><p>}</p><p>Reset_st()</p><p>{</p><p>self iPrintlnBold("Stats Reset");</p><p>self.Kills = 0;</p><p>self.headshots = 0;</p><p>}</p><p>Wlkac130()</p><p>{</p><p>self thread Closemenu();</p><p>wait 0.9;</p><p>self giveWeapon("rpk_zm ");</p><p>self switchtoweapon("rpk_zm");</p><p>self setClientDvar("Player_sustainAmmo", "1");</p><p>}</p><p>Kills_up()</p><p>{</p><p>self.Kills_total = self.Kills_total + 10000;</p><p>self.Kills = self.Kills + 10000;</p><p>self iPrintlnBold("Kills Are going Up");</p><p>}</p><p>HeadShotsup()</p><p>{</p><p>self.headshots_total = self.headshots_total + 10000;</p><p>self.headshots = self.headshots + 10000;</p><p>self iPrintlnBold("headshots Are going Up");</p><p>}</p><p>Give_gun(i)</p><p>{</p><p>wait 0.01;</p><p>self GiveWeapon(i);</p><p>self iPrintlnBold("Weapon Given:" +i);</p><p>}</p><p>Teleporters(i)</p><p>{</p><p>self setorigin(i);</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p>colored_Infections()</p><p>{</p><p> for(;;)</p><p> {</p><p> wait .1;</p><p> self setClientDvar( "cg_scoresColor_Gamertag_0", "0 0 1 1 " );//Blue</p><p> self setClientDvar( "cg_ScoresColor_Zombie", "1 0 0 1" );//RED</p><p> wait .1;</p><p> self setClientDvar( "cg_scoresColor_Gamertag_0", "1 0 0 1" );//RED</p><p> self setClientDvar( "cg_ScoresColor_Zombie", "0 0 1 1" );//BLUE</p><p> wait .1;</p><p> self setClientDvar( "cg_scoresColor_Gamertag_0", "0 1 1 1" );//turquoise</p><p> self setClientDvar( "cg_ScoresColor_Zombie", "1 1 0 1" );//BLUE</p><p> wait .1;</p><p> self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 0 1" );//YELLOW!!!</p><p> self setClientDvar( "cg_ScoresColor_Zombie", "0 1 1 1" );//BLUE</p><p> wait .1;</p><p> self setClientDvar( "cg_scoresColor_Gamertag_0", "0 1 0 1" );//Green</p><p> self setClientDvar( "cg_ScoresColor_Zombie", "1 1 1 1" );//BLUE</p><p> wait .1;</p><p> self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 1 1" );// WHITE</p><p> self setClientDvar( "cg_ScoresColor_Zombie", "0 1 0 1" );//BLUE</p><p> wait .1;</p><p> self setClientDvar( "cg_scoresColor_Gamertag_0", "1 0 1 1 " ); //PINK </p><p> self setClientDvar( "cg_ScoresColor_Zombie", "0 1 1 1" );//BLUE </p><p> }</p><p>}</p><p>SuperzSpeed()</p><p>{</p><p>if(self.speedz == 0)</p><p>{</p><p>self.speedz = 1;</p><p>self setClientDvar("g_speed", "999");</p><p>self thread RefreshMenu();</p><p>}</p><p>else</p><p>{</p><p>self.speedz = 0;</p><p>self setClientDvar("g_speed", "190");</p><p>self thread RefreshMenu();</p><p>}</p><p>}</p><p>JumpH()</p><p>{</p><p>if(self.jumpx == 0)</p><p>{</p><p>self.jumpx = 1;</p><p>self setClientDvar( "jump_height", "999" );</p><p>self setClientDvar( "bg_fallDamageMinHeight", "998" );</p><p>self setClientDvar( "bg_fallDamageMaxHeight", "999" );</p><p>self thread RefreshMenu();</p><p>}</p><p>else</p><p>{</p><p>self.jumpx = 0;</p><p>self setClientDvar( "jump_height", "39" );</p><p>self thread RefreshMenu();</p><p>}</p><p>}</p><p>Gamespeedx()</p><p>{</p><p>if(self.gsp == 0)</p><p>{</p><p>self.gsp = 1;</p><p>self setClientDvar("Timescale", "8");</p><p>self thread RefreshMenu();</p><p>}</p><p>else</p><p>{</p><p>self.gsp = 0;</p><p>self setClientDvar("Timescale", "1");</p><p>self thread RefreshMenu();</p><p>}</p><p>}</p><p>Maxed_round()</p><p>{</p><p>self iPrintlnBold("Kill All zombies to start next round");</p><p>level.round_number = 100;</p><p>}</p><p>Originxx()</p><p>{</p><p> origin = NewClientHudElem(self);</p><p> origin.foreground = true;</p><p> origin.sort = 1;</p><p> origin.alignX = "Right";</p><p> origin.alignY = "top";</p><p> origin.horzAlign = "Right";</p><p> origin.vertAlign = "top";</p><p> origin.x = 0;</p><p> origin.y = 45;</p><p> origin.alpha = 1;</p><p> origin.fontscale = 1.4;</p><p> for(;;)</p><p> {</p><p> origin settext( "^1" + self.origin + "");</p><p> wait 0.01;</p><p> }</p><p> wait 1;</p><p>}</p><p>Main_area()</p><p>{</p><p>self setorigin((16,-1256,93));</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p>PM39_room()</p><p>{</p><p>self setorigin((803,-645,321));</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p>QuickRe_room()</p><p>{</p><p>self setorigin((1571,503,-14));</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p>dressing_room()</p><p>{</p><p>self setorigin((1413,1314,-14));</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p>Backstage_room()</p><p>{</p><p>self setorigin((-110,1312,-14));</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p>Boiler_room()</p><p>{</p><p>self setorigin((-1482,1203,169));</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p>MPL_room()</p><p>{</p><p>self setorigin((-951,-547,80));</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p>Back_room()</p><p>{</p><p>self setorigin((-1325,127,1));</p><p>self iPrintln( "You have Been Teleported" );</p><p>}</p><p></p><p>Normal_Dvarsxx()</p><p>{</p><p> self setClientDvar("g_speed", "190");</p><p> self setClientDvar("g_Gravity", "800");</p><p> self setClientDvar("Jump_height", "39");</p><p> self setClientDvar("timescale", "1");</p><p> self iPrintln("Dvars Are Normal");</p><p>}</p><p>ScoreA()</p><p>{</p><p>self.score_total = self.score_total + 1000000;</p><p> self.score = self.score + 1000000;</p><p> self iPrintln( "Score Set To: ^2" + self.score + "" );</p><p>}</p><p>ScoreB()</p><p>{</p><p>self.score_total = self.score_total + 100000;</p><p> self.score = self.score + 100000;</p><p> self iPrintln( "Score Set To: ^2" + self.score + "" );</p><p>}</p><p>ScoreC()</p><p>{</p><p>self.score_total = self.score_total + 10000;</p><p> self.score = self.score + 10000;</p><p> self iPrintln( "Score Set To: ^2" + self.score + "" );</p><p>}</p><p>ScoreD()</p><p>{</p><p>self.score_total = self.score_total + 1000;</p><p> self.score = self.score + 1000;</p><p> self iPrintln( "Score Set To: ^2" + self.score + "" );</p><p>}</p><p>ScoreE()</p><p>{</p><p>self.score_total = self.score_total + 100;</p><p> self.score = self.score + 100;</p><p> self iPrintln( "Score Set To: ^2" + self.score + "" );</p><p>}</p><p>ScoreF()</p><p>{</p><p>self.score_total = 0;</p><p> self.score = 0;</p><p> self iPrintln( "Score Set To: ^2" + self.score + "" );</p><p>}</p><p>ScoreG()</p><p>{</p><p>self.score_total = self.score_total + -100;</p><p> self.score = self.score + -100;</p><p> self iPrintln( "Score Set To: ^1" + self.score + "" );</p><p>}</p><p>ScoreH()</p><p>{</p><p>self.score_total = self.score_total + -1000;</p><p> self.score = self.score + -1000;</p><p> self iPrintln( "Score Set To: ^1" + self.score + "" );</p><p>}</p><p>ScoreI()</p><p>{</p><p>self.score_total = self.score_total + -10000;</p><p> self.score = self.score + -10000;</p><p> self iPrintln( "Score Set To: ^1" + self.score + "" );</p><p>}</p><p>ScoreJ()</p><p>{</p><p>self.score_total = self.score_total + -100000;</p><p> self.score = self.score + -100000;</p><p> self iPrintln( "Score Set To: ^1" + self.score + "" );</p><p>}</p><p>ScoreK()</p><p>{</p><p>self.score_total = self.score_total + -1000000;</p><p> self.score = self.score + -1000000;</p><p> self iPrintln( "Score Set To: ^1" + self.score + "" );</p><p>}</p><p></p><p>Floating_skull_spawn()</p><p>{</p><p>level.Skull = spawn( "script_model", (16,-1256,200) ); level.Skull setModel( "zombie_skull" );</p><p>for(;;)</p><p>{</p><p>level.Skull rotateYaw(360,1);</p><p>}</p><p>}</p><p>toggle_aimbot( playernum )</p><p>{</p><p> if( self.aimbot == false )</p><p> {</p><p> self thread zombieAimBot( playernum );</p><p> self iPrintln("AimBot [^2On^7]");</p><p> self.aimbot = true;</p><p> }</p><p> else</p><p> {</p><p> self.aimbot = false;</p><p> self notify("aimbot_done");</p><p> self iPrintln("AimBot [^1Off^7]");</p><p> }</p><p>}</p><p></p><p>zombieAimBot( playernum )</p><p>{</p><p> self endon("aimbot_done");</p><p> self endon("disconnect");</p><p> self.fire = 0;</p><p> self thread WatchShoot( playernum );</p><p> while( 1)</p><p> {</p><p> while(self AdsButtonPressed())</p><p> {</p><p> close_zombie = get_closest_ai( self.origin, "axis" );</p><p> hitLoc = close_zombie gettagorigin("j_head");</p><p> self setplayerangles(VectorToAngles((hitLoc)-(self gettagorigin("j_head"))));</p><p> wait .05;</p><p> if(self.fire == 1)</p><p> MagicBullet( self getCurrentWeapon(), hitLoc + (0,0,5), hitLoc, self);</p><p> }</p><p> wait .05;</p><p> }</p><p>}</p><p>WatchShoot( playernum )</p><p>{</p><p> self endon("aimbot_done");</p><p> while( 1 )</p><p> {</p><p> self waittill("weapon_fired");</p><p> self.fire = 1;</p><p> wait 0.05;</p><p> self.fire = 0;</p><p> }</p><p>}</p><p>Electic_bullet()</p><p>{</p><p> self thread BulletMod( LoadFx( "maps/zombie/fx_elec_player_torso" ), "Electrical Effect" );</p><p>}</p><p>Transport_bullet_beam()</p><p>{</p><p>self thread BulletMod( LoadFx( "maps/zombie/fx_transporter_beam" ), "Teleporter Beam Effect" );</p><p>}</p><p>Dog_spawn_bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "maps/zombie/fx_zombie_dog_lightning_buildup" ), "Dog Spawn Build up Effect" );</p><p>}</p><p>Mini_nuke_bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "misc/fx_zombie_mini_nuke" ), "Mini Nuke Effect" );</p><p>}</p><p>AC130_105_bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "explosions/fx_default_explosion" ), "AC130 105mm Effect" );</p><p>}</p><p>China_lake_bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "explosions/fx_default_explosion" ), "China Lake Effect" );</p><p>}</p><p>Fire_bullets()</p><p>{</p><p>self thread BulletMod( LoadFx( "maps/zombie/fx_zombie_fire_trap_med" ), "Fire Trap Effect" );</p><p>}</p><p>Zombie_powerUp_bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "misc/fx_zombie_powerup_on" ), "PowerUp Effect" );</p><p>}</p><p>Explosive_bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "explosions/fx_default_explosion" ), "Explosive Effect" );</p><p>}</p><p>Dog_fire_bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "maps/zombie/fx_zombie_dog_fire_trail" ), "Dog fire Effect" );</p><p>}</p><p>Dog_explosion_Bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "maps/zombie/fx_zombie_dog_explosion" ), "Dog Expload Effect" );</p><p>}</p><p>Dust_bullet()</p><p>{</p><p>self thread BulletMod( LoadFx( "env/dirt/fx_ks_dirt_lg_impact" ), "Dust Effect" );</p><p>}</p><p></p><p>BulletMod( fx, text )</p><p>{</p><p> self notify( "fx_bullets" );</p><p> self endon( "death" );</p><p> self endon( "fx_bullets" );</p><p> self iPrintln( "^2" + text + " ^7Bullets Set" );</p><p> for(;;)</p><p> {</p><p> self waittill( "weapon_fired" );</p><p> Earthquake( 0.5, 1, self.origin, 90 );</p><p> forward = self geteye();</p><p> vec = anglesToForward( self getPlayerAngles() );</p><p> end = ( vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000 );</p><p> Loc = BulletTrace( forward, end, 0, self )[ "position" ];</p><p> RadiusDamage( Loc, 150, 300, 100, self );</p><p> Earthquake( 1.5, 1, Loc, 90 );</p><p> PlayFx( fx, Loc );</p><p> }</p><p>}</p><p>BulletFxOff()</p><p>{</p><p> self notify( "fx_bullets" );</p><p> self iPrintln( "Gun Stuff is ^1OFF" );</p><p>}</p><p>vector_scal( vec, scale )</p><p>{</p><p> vec = ( vec[0] * scale, vec[1] * scale, vec[2] * scale );</p><p> return vec;</p><p>}</p><p>Exploding_admin_gun()</p><p>{</p><p>self thread BulletModc( LoadFx( "explosions/fx_default_explosion" ));</p><p>}</p><p>BulletModc( fx)</p><p>{</p><p> self notify( "fx_bullets" );</p><p> self endon( "death" );</p><p> self endon( "fx_bullets" );</p><p> self iPrintln( "Explosive Gun Is ^2on");</p><p> for(;;)</p><p> {</p><p> self waittill( "weapon_fired" );</p><p> forward = self geteye();</p><p> vec = anglesToForward( self getPlayerAngles() );</p><p> end = ( vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000 );</p><p> Loc = BulletTrace( forward, end, 0, self )[ "position" ];</p><p> RadiusDamage( Loc, 150, 300, 100, self );</p><p> PlayFx( fx, Loc );</p><p> }</p><p>}</p><p>Speed_Dvar()</p><p>{</p><p> self thread closemenu();</p><p> wait 0.2;</p><p> self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p> self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" );</p><p> self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Speed Dvar" );</p><p> self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" );</p><p> self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" );</p><p> self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: 190" );</p><p> self thread slider( "g_speed", 999);</p><p>}</p><p>Gravity_Dvar()</p><p>{</p><p> self thread closemenu();</p><p> wait 0.2;</p><p> self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p> self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" );</p><p> self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Gravity Dvar" );</p><p> self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" );</p><p> self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" );</p><p> self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: 800" );</p><p> self thread slider( "g_gravity", 999);</p><p>}</p><p>Timescale_Dvar()</p><p>{</p><p> self thread closemenu();</p><p> wait 0.2;</p><p> self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p> self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" );</p><p> self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Timescale Dvar" );</p><p> self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" );</p><p> self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" );</p><p> self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: 1" );</p><p> self thread slider( "timescale", 10);</p><p>}</p><p>JumpHeight_Dvar()</p><p>{</p><p> self thread closemenu();</p><p> wait 0.2;</p><p> self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p> self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" );</p><p> self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Jump Dvar" );</p><p> self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" );</p><p> self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" );</p><p> self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: 39" );</p><p> self thread slider( "Jump_height", 999);</p><p>}</p><p>Knifeing_Dvar()</p><p>{</p><p> self thread closemenu();</p><p> wait 0.2;</p><p> self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader );</p><p> self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" );</p><p> self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Knife Range Dvar" );</p><p> self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" );</p><p> self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" );</p><p> self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: ^1Unsure" );</p><p> self thread slider( "player_meleeRange", 999);</p><p>}</p><p>slider( dvar, max, multiply )</p><p>{</p><p>curs = 0;</p><p>slider["Sli"] = 0;</p><p>slider["bar"] = CreateRectangle( "", "", -20, -190, 215, 5, 0, (1,1,1), .9, "White" );</p><p>slider["value"] = createValue("default",1.4,"","",215,-150,1,1,curs);</p><p>slider["Slides"] = CreateRectangle( "", "", ((slider["Sli"]*1.26)-125), -190, 5, 20, 10, (1,0,0), .7, "White" );</p><p>for(;;)</p><p>{</p><p> if(self attackButtonPressed() || self adsButtonPressed())</p><p> {</p><p> curs += (max/100*self attackButtonPressed());</p><p> curs -= (max/100*self adsButtonPressed());</p><p> slider["Sli"]-= self adsButtonPressed();</p><p> slider["Sli"]+= self attackButtonPressed();</p><p> if(curs > max)</p><p> curs = 0;</p><p> if(slider["Sli"] < 0)</p><p> slider["Sli"] = 100;</p><p> if(curs < 0)</p><p> curs = max;</p><p> if(slider["Sli"] > 100)</p><p> slider["Sli"] = 0;</p><p> slider["Slides"] moveOverTime(.05);</p><p> slider["Slides"].x = ((slider["Sli"]*2.1)-125);</p><p> self setClientDvar( dvar, curs );</p><p> }</p><p> if(self useButtonPressed())</p><p> break;</p><p> </p><p> slider["bar"] updateBar( curs/max );</p><p> slider["value"] setValue( curs );</p><p> wait .05;</p><p>}</p><p>self freezeControls(false); //you dont need this in if your entering your menu.</p><p>key = getArrayKeys(slider);</p><p>for(k = 0; k < key.size; k++)</p><p> slider[key[k]] destroyElem();</p><p> self thread Destroy_text_Dvar();</p><p> self.Dvaropts Destroy();</p><p>}</p><p>createValue( Font, Fontscale, Align, Relative, X, Y, Alpha, Sort, Value )</p><p>{</p><p>HudValue = createFontString( Font, Fontscale, self );</p><p>HudValue setPoint( Align, Relative, X, Y );</p><p>HudValue.alpha = Alpha;</p><p>HudValue.sort = Sort;</p><p>HudValue setValue( Value );</p><p>self thread destroyElemOnDeath( HudValue );</p><p>return HudValue;</p><p>}</p><p></p><p></p><p>destroyElemOnDeath( elem )</p><p>{</p><p>self waittill("death");</p><p>if(isDefined(elem.bar))</p><p> elem destroyElem();</p><p>else</p><p> elem destroy();</p><p>}</p><p>Destroy_text_Dvar()</p><p>{</p><p>self.slider["DvarText"] Destroy();</p><p>self.Dvaropts Destroy();</p><p>self.Menu["Dvar_name"] Destroy();</p><p>self.Menu["Dvar Max"] Destroy();</p><p>self.Menu["Dvar Original"] Destroy();</p><p>self.Menu["BG"] Destroy();</p><p>self.Menu["BR"] Destroy();</p><p>self.Menu["Dvar Originalx"] Destroy();</p><p>}</p><p></p><p>takeallWeapinsx()</p><p>{</p><p>self takeallweapons();</p><p>}</p><p>OITC()</p><p>{</p><p>self thread Kill_for_ammo();</p><p>self thread Do_ONTC_message();</p><p>self thread closemenu();</p><p>self thread Just_in_case_insta();</p><p>level.zombie_vars["zombie_insta_kill"] = 1;</p><p>self DisableInvulnerability();</p><p>weap = self getCurrentWeapon();</p><p>level.round_number = 10;</p><p>self takeWeapon( weap );</p><p>wait 1.2;</p><p>self giveWeapon("m1911_zm");</p><p>self GiveMaxAmmo("m1911_zm");</p><p>self switchToWeapon("m1911_zm");</p><p>self setWeaponAmmoClip( "m1911_zm", 1 );</p><p>self setWeaponAmmoStock( "m1911_zm", 0 );</p><p>}</p><p>Just_in_case_insta()</p><p>{</p><p>if( level.zombie_vars["zombie_insta_kill"] == 0)</p><p>{</p><p>level.zombie_vars["zombie_insta_kill"] = 1;</p><p>}</p><p>}</p><p>Kill_for_ammo()</p><p>{</p><p>for(;;)</p><p>{</p><p>wait 1.0;</p><p>self waittill("zom_kill");</p><p>self thread GiveAmmo(1);</p><p>}</p><p>}</p><p>GiveAmmo( amount )</p><p>{ </p><p> currentWeapon = self getCurrentWeapon();</p><p> clipAmmo = self GetWeaponAmmoClip( currentWeapon );</p><p> self SetWeaponAmmoClip( currentWeapon, clipAmmo + amount );</p><p>}</p><p>Do_ONTC_message()</p><p>{</p><p> notifyData = spawnStruct();</p><p> notifyData.titleText = "^1ONE IN THE CHAMBER LOBBY";</p><p> notifyData.notifyText = "^2Scripted By mccoy5868";</p><p> notifyData.iconName = "specialty_juggernaut_zombies";</p><p> self maps\_hud_message::notifyMessage( notifyData );</p><p>}</p><p>Player_model(i)</p><p>{</p><p>self setModel(i);</p><p>self iPrintln("Model set to " +i);</p><p>}</p><p>Zombie_kill()</p><p>{</p><p>Zombz = GetAiSpeciesArray( "axis" );</p><p>self iPrintln("All Zombies killed");</p><p>level.zombie_total = 0;</p><p>for( i = 0;i < Zombz.size;i++ )</p><p>{</p><p>Zombz[i] maps\_zombiemode_spawner::zombie_head_gib();</p><p>Zombz[i] DoDamage( Zombz[i].health * 5000, Zombz[i].origin, self );</p><p>wait .05;</p><p>}</p><p>}</p><p>Freeze_zombes()</p><p>{</p><p>if(self.Frozen == 0)</p><p>{</p><p>self.Frozen = 1;</p><p>self iPrintln("Zombies frozen");</p><p>self setClientDvar("g_ai", "0");</p><p>}</p><p>else</p><p>{</p><p>self.Frozen = 0;</p><p>self iPrintln("Zombies unfrozen");</p><p>self setClientDvar("g_ai", "1");</p><p>}</p><p>}</p><p>Always_instaKill()</p><p>{</p><p>if(self.Instax == 0)</p><p>{</p><p>self.Instax = 1;</p><p>level.zombie_vars["zombie_insta_kill"] = 1;</p><p>self iPrintln("Always Insta Kill");</p><p>}</p><p>else</p><p>{</p><p>self.Instax = 0;</p><p>level.zombie_vars["zombie_insta_kill"] = 0;</p><p>self iPrintln("Always Insta Kill");</p><p>}</p><p>}</p><p>Fog_colorz_edit()</p><p>{</p><p>self thread closemenu();</p><p>wait 0.8;</p><p>self GiveMaxAmmo( "stielhandgranate" );</p><p>self SetWeaponAmmoClip( "stielhandgranate", 4 );</p><p>self thread Fog_colorz_edit_start();</p><p>fogtext = self createFontString( "objective", 2, self );</p><p>fogtext1 = self createFontString( "objective", 2, self );</p><p>fogtext setPoint("CENTER", "CENTER", 0, 70);</p><p>fogtext settext( "Press [{+attack}] to scroll through fog colors" );</p><p>fogtext1 setPoint("CENTER", "CENTER", 0, 45);</p><p>fogtext1 settext( "Press [{+frag}] to exit fog color editor" );</p><p>wait 5.0;</p><p> fogtext destroy();</p><p> fogtext1 destroy();</p><p>}</p><p></p><p>Fog_colorz_edit_start()</p><p>{</p><p> self endon ( "grenade_pullback" );</p><p> self waittill ( "weapon_fired" );</p><p> self thread RedF();</p><p> self waittill ( "weapon_fired" );</p><p> self thread GreenF();</p><p> self waittill ( "weapon_fired" );</p><p> self thread BlueF();</p><p> self waittill ( "weapon_fired" );</p><p> self thread PurpF();</p><p> self waittill ( "weapon_fired" );</p><p> self thread YelwF();</p><p> self waittill ( "weapon_fired" );</p><p> self thread OranF();</p><p> self waittill ( "weapon_fired" );</p><p> self thread CyanF();</p><p> self waittill ( "weapon_fired" );</p><p> self thread NormF();</p><p> self waittill ( "weapon_fired" );</p><p> self thread NoF();</p><p> self waittill ("weapon_fired" );</p><p> self thread disco();</p><p> self waittill ("weapon_fired" );</p><p> self thread Fog_colorz_editxx();</p><p>}</p><p>Fog_colorz_editxx()</p><p>{</p><p> self thread Fog_colorz_edit_start();</p><p>}</p><p>RedF()</p><p>{</p><p>self notify( "Stop_Fog" );</p><p> SetExpFog( 256, 512, .8, 0, 0, 0 );</p><p>}</p><p>GreenF()</p><p>{</p><p>self notify( "Stop_Fog" );</p><p> SetExpFog( 256, 512, 0, .8, 0, 0 );</p><p>}</p><p>BlueF()</p><p>{</p><p>self notify( "Stop_Fog" );</p><p> SetExpFog( 256, 512, 0, 0, .8, 0 );</p><p>}</p><p>PurpF()</p><p>{</p><p>self notify( "Stop_Fog" );</p><p> SetExpFog( 256, 512, .8, 0, .8, 0 );</p><p>}</p><p>YelwF()</p><p>{</p><p> self notify( "Stop_Fog" );</p><p> SetExpFog( 256, 512, .8, .8, 0, 0 );</p><p>}</p><p>OranF()</p><p>{</p><p> self notify( "Stop_Fog" );</p><p> SetExpFog( 256, 512, 1, .5, 0, 0 );</p><p>}</p><p>CyanF()</p><p>{</p><p> self notify( "Stop_Fog" );</p><p> SetExpFog( 256, 512, 0, .8, .8, 0 );</p><p>}</p><p>NoF()</p><p>{</p><p>self notify( "Stop_Fog" );</p><p> self endon( "Stop_Fog" );</p><p> SetExpFog( 256, 512, 0, 0, 0, 0 );</p><p>}</p><p>NormF()</p><p>{</p><p> self notify( "Stop_Fog" );</p><p> SetExpFog( 256, 512, .5, .5, .5, 0 );</p><p>}</p><p>disco()</p><p>{</p><p> self endon( "Stop_Fog" );</p><p> for(;;)</p><p> {</p><p> SetExpFog(256,512,1,0,0,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0,1,0,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0,0,1,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.4,1,0.8,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.8,0,0.6,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,1,0.6,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,1,1,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0,0,0.8,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.2,1,0.8,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.4,0.4,1,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0,0,0,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.4,0.2,0.2,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.4,1,1,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.6,0,0.4,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,0,0.8,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,1,0,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.6,1,0.6,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,0,0,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0,1,0,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0,0,1,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.4,1,0.8,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.8,0,0.6,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,1,0.6,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,1,1,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0,0,0.8,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.2,1,0.8,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.4,0.4,1,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0,0,0,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.4,0.2,0.2,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.4,1,1,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.6,0,0.4,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,0,0.8,0);</p><p> wait .1;</p><p> SetExpFog(256,512,1,1,0,0);</p><p> wait .1;</p><p> SetExpFog(256,512,0.6,1,0.6,0);</p><p> }</p><p>}</p><p>Sun_colorz_edit()</p><p>{</p><p>self thread closemenu();</p><p>wait 0.8;</p><p>self GiveMaxAmmo( "stielhandgranate" );</p><p>self SetWeaponAmmoClip( "stielhandgranate", 4 );</p><p>self thread Sun_colorz_edit_start();</p><p>fogtext = self createFontString( "objective", 2, self );</p><p>fogtext1 = self createFontString( "objective", 2, self );</p><p>fogtext setPoint("CENTER", "CENTER", 0, 70);</p><p>fogtext settext( "Press [{+attack}] to scroll through Sun colors" );</p><p>fogtext1 setPoint("CENTER", "CENTER", 0, 45);</p><p>fogtext1 settext( "Press [{+frag}] to exit Sun color editor" );</p><p>wait 5.0;</p><p> fogtext destroy();</p><p> fogtext1 destroy();</p><p>}</p><p>Sun_colorz_edit_start()</p><p>{</p><p> self endon ( "grenade_pullback" );</p><p> self waittill ( "weapon_fired" );</p><p> self thread RedS();</p><p> self waittill ( "weapon_fired" );</p><p> self thread BlueS();</p><p> self waittill ( "weapon_fired" );</p><p> self thread GreenS();</p><p> self waittill ( "weapon_fired" );</p><p> self thread PurpS();</p><p> self waittill ( "weapon_fired" );</p><p> self thread YelwS();</p><p> self waittill ( "weapon_fired" );</p><p> self thread WhiteS();</p><p> self waittill ( "weapon_fired" );</p><p> self thread NormS();</p><p> self waittill ( "weapon_fired" );</p><p> self thread NoS();</p><p> self waittill ( "weapon_fired" );</p><p> self thread DayS();</p><p> self waittill ("weapon_fired" );</p><p> self thread Disco_Sun();</p><p> self waittill ("weapon_fired" );</p><p> self thread Sun_colorz_editxx();</p><p>}</p><p>Sun_colorz_editxx()</p><p>{</p><p>self thread Sun_colorz_edit_start();</p><p>}</p><p>Disco_Sun()</p><p>{</p><p> self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "4" );</p><p> self.random = [];</p><p> for(;;)</p><p> {</p><p> for(c = 0;c < 4;c++)</p><p> {</p><p> tempnr = randomInt( 100 );</p><p> self.random[c] = tempnr/100;</p><p> }</p><p> self.suncolor = "" + self.random[0] + " " + self.random[1] + " " + self.random[2] + " " + self.random[3] + "";</p><p> self setClientDvar( "r_lightTweakSunColor", self.suncolor );</p><p> wait .1;</p><p> }</p><p>}</p><p>RedS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "1.7" );</p><p> self setClientDvar( "r_lightTweakSunColor", "1 0 0 0" );</p><p>}</p><p>BlueS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "1.7" );</p><p> self setClientDvar( "r_lightTweakSunColor", "0 0 1 1" );</p><p>}</p><p>GreenS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "1.7" );</p><p> self setClientDvar( "r_lightTweakSunColor", "0 1 0 0" );</p><p>}</p><p>PurpS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "1.7" );</p><p> self setClientDvar( "r_lightTweakSunColor", "1 0 1 0" );</p><p>}</p><p>YelwS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "1.7" );</p><p> self setClientDvar( "r_lightTweakSunColor", "1 1 0 0" );</p><p>}</p><p>WhiteS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "1.7" );</p><p> self setClientDvar( "r_lightTweakSunColor", "0 0 0 0" );</p><p>}</p><p>NormS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "1.3" );</p><p> self setClientDvar( "r_lightTweakSunColor", "0.588235 0.788235 1 1" );</p><p>}</p><p>NoS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "0" );</p><p>}</p><p>DayS()</p><p>{</p><p>self endon( "stop_sun" );</p><p> self setClientDvar( "r_lightTweakSunLight", "3" );</p><p> self setClientDvar( "r_lightTweakSunColor", "0 0 0 1" );</p><p>}</p><p>Toggle_invisable()</p><p>{</p><p>if(self.hide == false)</p><p>{</p><p>self.hide = true;</p><p>self hide();</p><p>self iPrintln("You are ^2invisible");</p><p>}</p><p>else</p><p>{</p><p>self.hide = false;</p><p>self show();</p><p>self iPrintln("You are ^1visible");</p><p>}</p><p>}</p><p>TeleportGun()</p><p>{</p><p> if(self.tpg == false)</p><p> {</p><p> self.tpg = true;</p><p> self thread TeleportRun();</p><p> self iPrintln("Teleport Gun ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self.tpg = false;</p><p> self notify( "Stop_TP" );</p><p> self iPrintln("Teleport Gun ^1OFF");</p><p> }</p><p>}</p><p>TeleportRun()</p><p>{</p><p> self endon ( "death" );</p><p> self endon ( "Stop_TP" );</p><p> for(;;)</p><p> {</p><p> self waittill ( "weapon_fired" );</p><p> self setorigin(BulletTrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000, 0, self )[ "position" ]);</p><p> }</p><p></p><p>}</p><p>ForgePickup()</p><p>{</p><p>if( !IsDefined( self.ForgePickUp ) )</p><p>{</p><p>self.ForgePickUp = true;</p><p>self thread doForge();</p><p>self iPrintln( "Forge Pickup [^2ON^7]" );</p><p>self iPrintln( "Press & Hold [{+speed_throw}] To Pick Up/Drop Objects" );</p><p>}</p><p>else</p><p>{</p><p>self.ForgePickUp = undefined;</p><p>self notify( "Forge_Off" );</p><p>self iPrintln( "Forge Pickup [^1OFF^7]" );</p><p>}</p><p>}</p><p>doForge()</p><p>{</p><p>self endon( "death" );</p><p>self endon( "Forge_Off" );</p><p>for(;</p><p>;</p><p>)</p><p>{</p><p>while( self AdsButtonPressed() )</p><p>{</p><p>trace = bullettrace( self gettagorigin( "j_head" ), self getTagOrigin( "j_head" ) + anglesToForward( self getPlayerAngles() ) * 1000000, true, self );</p><p>while( self AdsButtonPressed() )</p><p>{</p><p>trace["entity"] ForceTeleport( self getTagOrigin( "j_head" ) + anglesToForward( self getPlayerAngles() ) * 200 );</p><p>trace["entity"] setOrigin( self getTagOrigin( "j_head" ) + anglesToForward( self getPlayerAngles() ) * 200 );</p><p>trace["entity"].origin = self getTagOrigin( "j_head" ) + anglesToForward( self getPlayerAngles() ) * 200;</p><p>wait .01;</p><p>}</p><p>}</p><p>wait .01;</p><p>}</p><p>}</p><p>dosphere()</p><p>{</p><p> if(self.sphererain == false )</p><p> {</p><p> self.sphererain = true;</p><p> self thread rainsphere();</p><p> self iPrintln("Rain objects ^2On");</p><p> }</p><p> else</p><p> {</p><p> self.sphererain = false;</p><p> self notify("rain_sphere");</p><p> self iPrintln("Rain objects ^1Off");</p><p> }</p><p>}</p><p>rainsphere()</p><p>{</p><p> self endon("death");</p><p> self endon("rain_sphere");</p><p> for(;;)</p><p> {</p><p> x = randomintrange(-2000,2000);</p><p> y = randomintrange(-2000,2000);</p><p> z = randomintrange(1100,1200);</p><p> obj = spawn("script_model",(x,y,z));</p><p> obj setmodel("zombie_vending_jugg_on");</p><p> obj PhysicsLaunch();</p><p> obj thread DeleteAftaTime();</p><p> wait 0.07;</p><p> }</p><p>}</p><p>DeleteAftaTime()</p><p>{</p><p> wait 10;</p><p> self delete();</p><p>}</p><p>alwaysphysical()</p><p>{</p><p> for(;;)</p><p> {</p><p> self physicslaunch();</p><p> wait 0.1;</p><p> }</p><p>}</p><p>BBB()</p><p>{</p><p>if( self.Plu == 0 )</p><p>{</p><p>self notify("endch");</p><p>wait 0.01;</p><p>self.Plu = 1;</p><p>self BetterCrosshair("-[+]-", 2.3, 0.2);</p><p>}else{</p><p>self.Plu = 0;</p><p>self notify("endch");</p><p>}</p><p>}</p><p>BCH()</p><p>{</p><p>if( self.Per == 0 )</p><p>{</p><p>self notify("endch");</p><p>wait 0.01;</p><p>self.Per = 1;</p><p>self BetterCrosshair("{ + }", 2.3, 0.2);</p><p>}else{</p><p>self.Per = 0;</p><p>self notify("endch");</p><p>}</p><p>}</p><p>BC(){</p><p>if( self.Que == 0 )</p><p>{</p><p>self notify("endch");</p><p>wait 0.01;</p><p>self.Que = 1;</p><p>self BetterCrosshair("><", 2.3, 0.2);</p><p>}else{</p><p>self.Que = 0;</p><p>self notify("endch");</p><p>}</p><p>}</p><p>BC1()</p><p>{</p><p>if( self.Equ == 0 )</p><p>{</p><p>self notify("endch");</p><p>wait 0.01;</p><p>self.Equ = 1;</p><p>self BetterCrosshair("(+)", 2.3, 0.2);</p><p>}else{</p><p>self.Equ = 0;</p><p>self notify("endch");</p><p>}</p><p>}</p><p>CH()</p><p>{</p><p>if( self.McC == 0 )</p><p>{</p><p>self notify("endch");</p><p>wait 0.01;</p><p>self.McC = 1;</p><p>self BetterCrosshair("<>", 2.3, 0.2);</p><p>}else{</p><p>self.McC = 0;</p><p>self notify("endch");</p><p>}</p><p>}</p><p></p><p></p><p></p><p>BetterCrosshair(text, scale, speed) {</p><p>self endon("endch");</p><p> Leeches = self createfontstring("objective", scale, self);</p><p> Leeches setpoint("CENTER");</p><p> Leeches settext(text);</p><p> self thread CrosshairDestroy(Leeches);</p><p> self setclientdvar("cg_crosshairAlpha", 0);</p><p> rand = [];</p><p> for(;;) {</p><p> for(i=0;i<=3;i++) {</p><p> random = randomInt( 100 ); rand[i] = random/100;</p><p> }</p><p> Leeches.color = (rand[0],rand[1],rand[2]);</p><p> wait(speed);</p><p> }</p><p>}</p><p>CrosshairDestroy(elem) {</p><p> self waittill("endch");</p><p> elem destroy();</p><p> wait 0.1;</p><p> self setclientdvar("cg_crosshairAlpha", 1);</p><p> </p><p>}</p><p>Give_XcZ_guns(i)</p><p>{</p><p>weap = self getCurrentWeapon();</p><p>self takeWeapon( weap );</p><p>wait 0.1;</p><p>self iPrintln("Give Weapon:" +i);</p><p>self giveWeapon(i);</p><p>self switchToWeapon(i);</p><p>}</p><p>Infections_binds()</p><p>{</p><p>self thread closemenu();</p><p>self iPrintln("Binds loaded");</p><p>self setClientDvar("gpad_buttonsConfig", "buttons_default");</p><p>wait 1.2;</p><p>self iPrintlnBold("Press Dpad Up for ^2God");</p><p>self iPrintlnBold("Press Dpad Left for ^2Noclip");</p><p>self iPrintlnBold("Press Dpad Down for ^2ThirdPerson");</p><p>self iPrintlnBold("Press Dpad Right for ^2Change Fov");</p><p>}</p><p>Gun_game()</p><p>{</p><p>self thread closemenu();</p><p>self thread GunGame_message();</p><p>self thread Start_gungame();</p><p>level.round_number = 10;</p><p>}</p><p>GunGame_message()</p><p>{</p><p> notifyData = spawnStruct();</p><p> notifyData.titleText = "^5Gun Game Lobby";</p><p> notifyData.notifyText = "^2Scripted By mccoy5868";</p><p> notifyData.iconName = "specialty_instakill_zombies";</p><p> self maps\_hud_message::notifyMessage( notifyData );</p><p></p><p>}</p><p>Steal_gg_guns()</p><p>{</p><p>weap = self getCurrentWeapon();</p><p> self takeWeapon( weap );</p><p> wait 0.3;</p><p>}</p><p>Start_gungame()</p><p>{</p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("cz75_zm");</p><p>self switchToWeapon("cz75_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m1911_upgraded_zm");</p><p>self switchToWeapon("m1911_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m14_zm");</p><p>self switchToWeapon("m14_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m14_upgraded_zm");</p><p>self switchToWeapon("m14_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("rottweil72_zm");</p><p>self switchToWeapon("rottweil72_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mpl_zm");</p><p>self switchToWeapon("mpl_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mpl_upgraded_zm");</p><p>self switchToWeapon("mpl_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("pm63_zm");</p><p>self switchToWeapon("pm63_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("pm63_upgraded_zm");</p><p>self switchToWeapon("pm63_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mp40_zm");</p><p>self switchToWeapon("mp40_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mp40_upgraded_zm");</p><p>self switchToWeapon("mp40_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ithaca_zm");</p><p>self switchToWeapon("ithaca_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ithaca_upgraded_zm");</p><p>self switchToWeapon("ithaca_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m16_zm");</p><p>self switchToWeapon("m16_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m16_upgraded_zm");</p><p>self switchToWeapon("m16_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ak74u_zm");</p><p>self switchToWeapon("ak74u_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ak74u_upgraded_zm");</p><p>self switchToWeapon("ak74u_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("aug_acog_zm");</p><p>self switchToWeapon("aug_acog_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("aug_upgraded_zm");</p><p>self switchToWeapon("aug_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("commando_zm");</p><p>self switchToWeapon("commando_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("commando_upgraded_zm");</p><p>self switchToWeapon("commando_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("dragunov_zm");</p><p>self switchToWeapon("dragunov_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("dragunov_upgraded_zm");</p><p>self switchToWeapon("dragunov_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("famas_zm");</p><p>self switchToWeapon("famas_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("famas_upgraded_zm");</p><p>self switchToWeapon("famas_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("fnfal_zm");</p><p>self switchToWeapon("fnfal_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("fnfal_upgraded_zm");</p><p>self switchToWeapon("fnfal_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("galil_zm");</p><p>self switchToWeapon("galil_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("galil_upgraded_zm");</p><p>self switchToWeapon("galil_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("hk21_zm");</p><p>self switchToWeapon("hk21_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("hk21_upgraded_zm");</p><p>self switchToWeapon("hk21_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("hs10_zm");</p><p>self switchToWeapon("hs10_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("hs10_upgraded_zm");</p><p>self switchToWeapon("hs10_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("l96a1_zm");</p><p>self switchToWeapon("l96a1_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("l96a1_upgraded_zm");</p><p>self switchToWeapon("l96a1_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mp5k_zm");</p><p>self switchToWeapon("mp5k_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mp5k_upgraded_zm");</p><p>self switchToWeapon("mp5k_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("python_zm");</p><p>self switchToWeapon("python_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("python_upgraded_zm");</p><p>self switchToWeapon("python_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("rpk_zm");</p><p>self switchToWeapon("rpk_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("rpk_upgraded_zm");</p><p>self switchToWeapon("rpk_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("spas_zm");</p><p>self switchToWeapon("spas_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("spas_upgraded_zm");</p><p>self switchToWeapon("spas_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("spectre_zm");</p><p>self switchToWeapon("spectre_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("spectre_upgraded_zm");</p><p>self switchToWeapon("spectre_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("python_zm");</p><p>self switchToWeapon("python_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("wa2000_zm");</p><p>self switchToWeapon("wa2000_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("wa2000_upgraded_zm");</p><p>self switchToWeapon("wa2000_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ray_gun_zm");</p><p>self switchToWeapon("ray_gun_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ray_gun_upgraded_zm");</p><p>self switchToWeapon("ray_gun_upgraded_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("thundergun_zm");</p><p>self switchToWeapon("thundergun_zm");</p><p></p><p>self waittill( "zom_kill" );</p><p>self thread Victory_message();</p><p>}</p><p>Victory_message()</p><p>{</p><p> notifyData = spawnStruct();</p><p> notifyData.titleText = "^2YOU WON";</p><p> notifyData.notifyText = "^4Extreme Stats have been given to you!";</p><p> notifyData.iconName = "";</p><p> self maps\_hud_message::notifyMessage( notifyData );</p><p>}</p><p>Sharpshooter()</p><p>{</p><p>self thread Sharpshooter_message();</p><p>self thread closemenu();</p><p>self thread sharpshooter_guns();</p><p>self thread Do_swithches();</p><p>self thread Do_timer_Bar();</p><p>level.round_number = 10;</p><p>}</p><p>Do_timer_Bar()</p><p>{</p><p>wduration = 30.0;</p><p>XcZ = createPrimaryProgressBar( -40 );</p><p>XcZ updateBar( 0, 1 / wduration );</p><p>XcZ.color = (0,0,0);</p><p>XcZ.bar.color = (1,0,0);</p><p>for ( waitedTime = 0;waitedTime < wduration;waitedTime += 0.05 )wait ( 0.05 );</p><p>XcZ destroyElem();</p><p>self thread Do_timer_Bar();</p><p>wait .1;</p><p>self thread hakcsx(XcZ);</p><p>}</p><p>hakcsx(XcZ)</p><p>{</p><p>self waittill("death");</p><p>XcZ destroyElem();</p><p>self thread Do_timer_Bar();</p><p>}</p><p>Sharpshooter_message()</p><p>{</p><p> notifyData = spawnStruct();</p><p> notifyData.titleText = "^2WELCOME TO SHARPSHOOTER LOBBY";</p><p> notifyData.notifyText = "Guns change every 30 seconds";</p><p> notifyData.iconName = "";</p><p> self maps\_hud_message::notifyMessage( notifyData );</p><p>}</p><p>Do_swithches()</p><p>{</p><p>for(;;)</p><p>{</p><p>wait 30.0;</p><p>self thread Steal_gg_guns();</p><p>wait 0.3;</p><p>self thread sharpshooter_guns();</p><p>}</p><p>}</p><p>sharpshooter_guns()</p><p>{</p><p>switch(RandomInt(51))</p><p>{</p><p>case 0:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("cz75_zm");</p><p>self switchToWeapon("cz75_zm");</p><p>break;</p><p>case 1:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m1911_upgraded_zm");</p><p>self switchToWeapon("m1911_upgraded_zm");</p><p>break;</p><p>case 2:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m14_zm");</p><p>self switchToWeapon("m14_zm");</p><p>break;</p><p>case 3:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m14_upgraded_zm");</p><p>self switchToWeapon("m14_upgraded_zm");</p><p>break;</p><p>case 4:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("rottweil72_zm");</p><p>self switchToWeapon("rottweil72_zm");</p><p>break;</p><p>case 5:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mpl_zm");</p><p>self switchToWeapon("mpl_zm");</p><p>break;</p><p>case 6:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mpl_upgraded_zm");</p><p>self switchToWeapon("mpl_upgraded_zm");</p><p>break;</p><p>case 7:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("pm63_zm");</p><p>self switchToWeapon("pm63_zm");</p><p>break;</p><p>case 8:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("pm63_upgraded_zm");</p><p>self switchToWeapon("pm63_upgraded_zm");</p><p>break;</p><p>case 9:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mp40_zm");</p><p>self switchToWeapon("mp40_zm");</p><p>break;</p><p>case 10:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mp40_upgraded_zm");</p><p>self switchToWeapon("mp40_upgraded_zm");</p><p>break;</p><p>case 11:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ithaca_zm");</p><p>self switchToWeapon("ithaca_zm");</p><p>break;</p><p>case 12:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ithaca_upgraded_zm");</p><p>self switchToWeapon("ithaca_upgraded_zm");</p><p>break;</p><p>case 13:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m16_zm");</p><p>self switchToWeapon("m16_zm");</p><p>break;</p><p>case 14:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("m16_upgraded_zm");</p><p>self switchToWeapon("m16_upgraded_zm");</p><p>break;</p><p>case 15:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ak74u_zm");</p><p>self switchToWeapon("ak74u_zm");</p><p>break;</p><p>case 16:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ak74u_upgraded_zm");</p><p>self switchToWeapon("ak74u_upgraded_zm");</p><p>break;</p><p>case 17:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("aug_acog_zm");</p><p>self switchToWeapon("aug_acog_zm");</p><p>break;</p><p>case 18:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("aug_upgraded_zm");</p><p>self switchToWeapon("aug_upgraded_zm");</p><p>break;</p><p>case 19:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("commando_zm");</p><p>self switchToWeapon("commando_zm");</p><p>break;</p><p>case 20:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("commando_upgraded_zm");</p><p>self switchToWeapon("commando_upgraded_zm");</p><p>break;</p><p>case 21:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("dragunov_zm");</p><p>self switchToWeapon("dragunov_zm");</p><p>break;</p><p>case 22:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("dragunov_upgraded_zm");</p><p>self switchToWeapon("dragunov_upgraded_zm");</p><p>break;</p><p>case 23:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("famas_zm");</p><p>self switchToWeapon("famas_zm");</p><p>break;</p><p>case 24:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("famas_upgraded_zm");</p><p>self switchToWeapon("famas_upgraded_zm");</p><p>break;</p><p>case 25:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("fnfal_zm");</p><p>self switchToWeapon("fnfal_zm");</p><p>break;</p><p>case 26:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("fnfal_upgraded_zm");</p><p>self switchToWeapon("fnfal_upgraded_zm");</p><p>break;</p><p>case 27:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("galil_zm");</p><p>self switchToWeapon("galil_zm");</p><p>break;</p><p>case 28:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("galil_upgraded_zm");</p><p>self switchToWeapon("galil_upgraded_zm");</p><p>break;</p><p>case 29:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("hk21_zm");</p><p>self switchToWeapon("hk21_zm");</p><p>break;</p><p>case 30:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("hk21_upgraded_zm");</p><p>self switchToWeapon("hk21_upgraded_zm");</p><p>break;</p><p>case 31:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("hs10_zm");</p><p>self switchToWeapon("hs10_zm");</p><p>break;</p><p>case 32:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("hs10_upgraded_zm");</p><p>self switchToWeapon("hs10_upgraded_zm");</p><p>break;</p><p>case 33:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("l96a1_zm");</p><p>self switchToWeapon("l96a1_zm");</p><p>break;</p><p>case 34:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("l96a1_upgraded_zm");</p><p>self switchToWeapon("l96a1_upgraded_zm");</p><p>break;</p><p>case 35:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mp5k_zm");</p><p>self switchToWeapon("mp5k_zm");</p><p>break;</p><p>case 36:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("mp5k_upgraded_zm");</p><p>self switchToWeapon("mp5k_upgraded_zm");</p><p>break;</p><p>case 37:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("python_zm");</p><p>self switchToWeapon("python_zm");</p><p>break;</p><p>case 38:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("python_upgraded_zm");</p><p>self switchToWeapon("python_upgraded_zm");</p><p>break;</p><p>case 39:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("rpk_zm");</p><p>self switchToWeapon("rpk_zm");</p><p>break;</p><p>case 40:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("rpk_upgraded_zm");</p><p>self switchToWeapon("rpk_upgraded_zm");</p><p>break;</p><p>case 41:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("spas_zm");</p><p>self switchToWeapon("spas_zm");</p><p>break;</p><p>case 42:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("spas_upgraded_zm");</p><p>self switchToWeapon("spas_upgraded_zm");</p><p>break;</p><p>case 43:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("spectre_zm");</p><p>self switchToWeapon("spectre_zm");</p><p>break;</p><p>case 44:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("spectre_upgraded_zm");</p><p>self switchToWeapon("spectre_upgraded_zm");</p><p>break;</p><p>case 45:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("python_zm");</p><p>self switchToWeapon("python_zm");</p><p>break;</p><p>case 46:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("wa2000_zm");</p><p>self switchToWeapon("wa2000_zm");</p><p>break;</p><p>case 47:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("wa2000_upgraded_zm");</p><p>self switchToWeapon("wa2000_upgraded_zm");</p><p>break;</p><p>case 48:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ray_gun_zm");</p><p>self switchToWeapon("ray_gun_zm");</p><p>break;</p><p>case 49:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("ray_gun_upgraded_zm");</p><p>self switchToWeapon("ray_gun_upgraded_zm");</p><p>break;</p><p>case 50:</p><p>self thread Steal_gg_guns();</p><p>self giveWeapon("thundergun_zm");</p><p>self switchToWeapon("thundergun_zm");</p><p>break;</p><p>}</p><p>}</p><p>TeleZombies()</p><p>{</p><p>if( self.TeleZombies == false )</p><p>{</p><p>self.TeleZombies = true;</p><p>self iPrintln( "Teleport Zombies To Crosshairs [^2ON^7]" );</p><p>self thread doTeleZombies();</p><p>}</p><p>else</p><p>{</p><p>self.Zombz2CH = false;</p><p>self iPrintln( "Teleport Zombies To Crosshairs [^1OFF^7]" );</p><p>self notify( "TeleZombies" );</p><p>}</p><p>}</p><p>doTeleZombies()</p><p>{</p><p>self endon( "TeleZombies" );</p><p>for(;</p><p>;</p><p>)</p><p>{</p><p>self waittill( "weapon_fired" );</p><p>Zombz = GetAiSpeciesArray( "axis", "all" );</p><p>eye = self geteye();</p><p>vec = anglesToForward( self getPlayerAngles() );</p><p>end = ( vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000 );</p><p>teleport_loc = BulletTrace( eye, end, 0, self )[ "position" ];</p><p>for( i = 0;</p><p>i < Zombz.size;</p><p>i++ )</p><p>{</p><p>Zombz[i] forceTeleport( teleport_loc );</p><p>Zombz[i] maps\_zombiemode_spawner::reset_attack_spot();</p><p>}</p><p>self iPrintln( "All Zombies Teleported To Crosshairs" );</p><p>}</p><p>}</p><p>WTF_visions()</p><p>{</p><p>self setClientDvar( "r_debugshader", "1" );</p><p>}</p><p>Snowing()</p><p>{</p><p>self setClientDvar("r_lightTweakSunLight", "1.0");</p><p>self setClientDvar("r_lightTweakSunColor", "2.0 2.0");</p><p>self setClientDvar("r_colorMap", "3");</p><p>}</p><p>All_Black()</p><p>{</p><p>self setClientDvar("r_lightTweakSunLight", "1.0");</p><p>self setClientDvar("r_lightTweakSunColor", "2.0 2.0");</p><p>self setClientDvar("r_colorMap", "0");</p><p>}</p><p>Cartoon_vis()</p><p>{</p><p>self setClientDvar( "r_fullbright", "1" );</p><p>}</p><p>Default_Visions()</p><p>{</p><p>self setClientDvar( "r_fullbright", "0" );</p><p>self setClientDvar( "r_debugshader", "0" );</p><p>self setClientDvar("r_colorMap", "1");</p><p></p><p>}</p><p>Fov_slider()</p><p>{</p><p>self thread closemenu();</p><p>wait 0.2;</p><p>self thread Fov_Slider1( "cg_fov", 150, 10);</p><p>}</p><p>Fov_Slider1( dvar, max, multiply )</p><p>{</p><p>curs = 0;</p><p>slider["Sli"] = 0;</p><p>slider["bar"] = CreateRectangle( "CENTER", "CENTER", 0, 0, 215, 100, 0, (0,0,0), .9, "White" );</p><p>slider["value"] = createValue("default",1.4,"CENTER","CENTER",50,90,1,1,curs);</p><p>slider["Slides"] = CreateRectangle( "CENTER", "CENTER", ((slider["Sli"]*1.50)-105), 0, 5, 100, 10, (0,0,1), .7, "White" );</p><p>self.Menu["Xptext1"] = self CreateMenuText( "Objective", 2.7, "CENTER", "CENTER", 0, -90, 1, 1, "Change FoV Scale" );</p><p>self.Menu["Xptext"] = self CreateMenuText( "Objective", 1.5, "CENTER", "CENTER", -50, 90, 1, 1, "Your Fov Is now:" );</p><p>for(;;)</p><p>{</p><p> if(self attackButtonPressed() || self adsButtonPressed())</p><p> {</p><p> curs += (max/140*self attackButtonPressed());</p><p> curs -= (max/140*self adsButtonPressed());</p><p> slider["Sli"]-= self adsButtonPressed();</p><p> slider["Sli"]+= self attackButtonPressed();</p><p> if(curs > max)</p><p> curs = 0;</p><p> if(slider["Sli"] < 0)</p><p> slider["Sli"] = 140;</p><p> if(curs < 0)</p><p> curs = max;</p><p> if(slider["Sli"] > 140)</p><p> slider["Sli"] = 0;</p><p> slider["Slides"] moveOverTime(.05);</p><p> slider["Slides"].x = ((slider["Sli"]*1.50)-105);</p><p> self setClientDvar( dvar, curs );</p><p> }</p><p> if(self useButtonPressed())</p><p> break;</p><p> </p><p> slider["bar"] updateBar( curs/max );</p><p> slider["value"] setValue( curs );</p><p> wait .05;</p><p>}</p><p>self freezeControls(false); //you dont need this in if your entering your menu.</p><p>key = getArrayKeys(slider);</p><p>for(k = 0; k < key.size; k++)</p><p> slider[key[k]] destroyElem();</p><p> self thread Destroy_text_Dvar_xp();</p><p> self.Dvaropts Destroy();</p><p>}</p><p>Destroy_text_Dvar_xp()</p><p>{</p><p>self.Menu["Xptext"] Destroy();</p><p>self.Menu["Xptext1"] Destroy();</p><p>}</p><p>Survival_Gamemode()</p><p>{</p><p>self thread closemenu();</p><p>self thread OR_Welcome();</p><p>self thread Kino_Spawns();</p><p>self thread DeleteGuns();</p><p>self thread Doors_open();</p><p>self thread deletePerks();</p><p>}</p><p>Doors_open()</p><p>{</p><p> self.score_total = 3000;</p><p> self.score = 3000;</p><p> self maps\_zombiemode_score::set_player_score_hud();</p><p> wait 0.5;</p><p> Triggers = StrTok( "zombie_door|zombie_debris|flag_blocker|window_shutter|zombie_trap", "|" );</p><p> for( a = 0;</p><p> a < Triggers.size;</p><p> a++ )</p><p> {</p><p> Trigger = GetEntArray( Triggers[a], "targetname" );</p><p> for( b = 0;</p><p> b < Trigger.size;</p><p> b++ )</p><p> {</p><p> Trigger[b] notify( "trigger", self );</p><p> }</p><p> }</p><p> wait .1;</p><p>}</p><p>deletePerks()</p><p>{</p><p> vending_triggers = GetEntArray("zombie_vending", "targetname");</p><p> for (i = 0; i <= vending_triggers.size - 1; i++)</p><p> {</p><p> vending_triggers[i] delete();</p><p> }</p><p>}</p><p>DeleteGuns()</p><p>{</p><p> if (self.removeWeapons == false)</p><p> {</p><p> self.removeWeapons = true;</p><p> weapons = GetEntArray("weapon_upgrade", "targetname");</p><p> for (i = 0; i <= weapons.size - 1; i++)</p><p> {</p><p> weapons[i] delete();</p><p> }</p><p> self iPrintln("");</p><p> }</p><p> else</p><p> {</p><p> self iPrintln("");</p><p> }</p><p>}</p><p>OR_Welcome()</p><p>{</p><p>self.Menu["Backed"] = self CreateRectangle( "CENTER", "CENTER", 0, 0, 1000, 1000, 0, (0,0,0), 1, "White" );</p><p>self thread DoMessage("Welcome to Kino Survival", "Scripted By xMccoy5868", "Part Of the InFiNiTy Modding Clan");</p><p>wait 8.5;</p><p>self.Menu["Backed"] Destroy();</p><p>}</p><p>DoMessage(SwA1, SwA2 ,SwA3)</p><p>{</p><p> Text1 = createServerFontString("default",2.0);</p><p> Text1 setPoint("CENTER","CENTER",0,-20);</p><p> Text1 setText(SwA1);</p><p> Text1.glow = 1;</p><p> Text1.glowColor = (0.5,0.0,0.8);</p><p> Text1.glowAlpha = 1;</p><p> Text1.color = (1,1,1);</p><p> Text1.alpha = 1;</p><p> Text1.sort = 2;</p><p> Text1 moveOverTime(.6);</p><p> Text1.y = -20;</p><p> Text1.x = 0;</p><p> wait .6;</p><p> Text2 = createServerFontString("default",2.0);</p><p> Text2 setPoint("CENTER","CENTER",0,30);</p><p> Text2 setText(SwA2);</p><p> Text2.glow = 1;</p><p> Text2.glowColor = (0.5,0.0,0.8);</p><p> Text2.glowAlpha = 1;</p><p> Text2.color = (1,1,1);</p><p> Text2.alpha = 1;</p><p> Text2.sort = 2;</p><p> Text2 moveOverTime(.6);</p><p> Text2.y = 30;</p><p> Text2.x = 0;</p><p> wait .6;</p><p> Text3 = createServerFontString("default",2.0);</p><p> Text3 setPoint("CENTER","CENTER",0,80);</p><p> Text3 setText(SwA3);</p><p> Text3.glow = 1;</p><p> Text3.glowColor = (0.5,0.0,0.8);</p><p> Text3.glowAlpha = 1;</p><p> Text3.color = (1,1,1);</p><p> Text3.alpha = 1;</p><p> Text3.sort = 2;</p><p> Text3 moveOverTime(.6);</p><p> Text3.y = 80;</p><p> Text3.x = 0;</p><p> wait .6;</p><p> Text1 SetPulseFX(50,6050,600);</p><p> Text2 SetPulseFX(50,6050,600);</p><p> Text3 SetPulseFX(50,6050,600);</p><p> wait 7;</p><p>}</p><p>Kino_Spawns()</p><p>{</p><p>self SetExpFog( 256, 512, 0, 0, 0, 0 );</p><p>self SetVolFog( 165, 835, 200, 75, 0, 0, 0, 0 );</p><p>self setClientDvar( "r_lightTweakSunLight", "0" );</p><p>self thread Createfog();</p><p>}</p><p>Createfog()</p><p>{</p><p> playfx(level._effect["edge_fog"], (311.925, -2292.73, 90.146));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (278.564, -1442.75, 90.135));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (290.189, -992.774, 90.135));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (-130.33, -1171.21, 180.135));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (107.529, -694.124, 90.135));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (-23.0436, -186.554, 90.135));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (-425.562, 486.842, 90.135));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (650.001, 602.915, 90.135));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (200.819, 541.238, 90.009));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (-778.52, -709.506, 90.562));</p><p> wait 1;</p><p> playfx(level._effect["edge_fog"], (-1084.24, 108.086, 44.2132));</p><p>}</p><p>roundchanger()</p><p>{</p><p>wait 1.0;</p><p>sliderx["slidez"] = 0;</p><p>self thread closemenu();</p><p>self.Roundz = [];</p><p>self.Roundz[0] = (1,0,0);</p><p>self.Roundz[1] = (0,0,1);</p><p>self.Roundz_functions = [];</p><p>self.Roundz_functions[0] = 0;</p><p>self.Roundz_functions[1] = 1;</p><p>curs = 0;</p><p>self.Menu["Text"] = self CreateMenuText( "Objective", 1.35, "CENTER", "CENTER", 0, -210, 1, 1, "Current Round:"+level.round_number+"" );</p><p>self.Menu["Fog_bg"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, (0,0,0), .7, "White" );</p><p>self.Menu["Plus"] = self CreateMenuText( "Bigfixed", 3, "", "", -50, -180, 1, 1, "+" );</p><p>self.Menu["minus"] = self CreateMenuText( "Bigfixed", 3, "", "", 50, -180, 1, 1, "-" );</p><p>self.Menu["Slider"] = CreateRectangle( "CENTER", "CENTER", ((sliderx["slidez"]*1.50)-50), -170, 40, 40, 10, (1,1,1), .6, "White" );</p><p>//Now for the 3 rows of colored blocks indicating which Fog color you are chooseing!</p><p></p><p>for(;;)</p><p>{</p><p></p><p>curs += self AttackButtonPressed();</p><p>curs -= self AdsButtonPressed();</p><p>sliderx["slidez"]-= self adsButtonPressed();</p><p>sliderx["slidez"]+= self attackButtonPressed();</p><p>if(curs < 0)</p><p> curs = self.Roundz_functions.size-1;</p><p>if(sliderx["slidez"] < 0)</p><p> sliderx["slidez"] = 1;</p><p>if(curs > self.Roundz_functions.size-1)</p><p>curs = 0;</p><p>if(sliderx["slidez"] > 1)</p><p> sliderx["slidez"] = 0;</p><p>self.Menu["Slider"] moveOverTime(1.2);</p><p>self.Menu["Slider"].x = ((sliderx["slidez"]*100)-50);</p><p>if(self useButtonPressed())</p><p>{</p><p>self.Round = curs;</p><p>self.Menu["Text"] destroy();</p><p>Rounds_functional();</p><p>self.Menu["Text"] = self CreateMenuText( "Objective", 1.35, "CENTER", "CENTER", 0, -210, 1, 1, "Current Round:"+level.round_number+"" );</p><p>}</p><p>if(self fragButtonPressed())</p><p>{</p><p>break;</p><p>}</p><p>wait 0.1;</p><p>}</p><p>self.Menu["Slider"] destroy();</p><p>self.inSelector = false;</p><p>self.Menu["Text"] destroy();</p><p>self.Menu["Fog_bg"] destroy();</p><p>self.Menu["Plus"] destroy();</p><p>self.Menu["minus"] destroy();</p><p>wait 2.5;</p><p>}</p><p>Rounds_functional()</p><p>{</p><p>if(self.Round == 0)</p><p>{</p><p>level.round_number = level.round_number + 1;</p><p>}</p><p>if(self.Round == 1)</p><p>{</p><p>level.round_number = level.round_number - 1;</p><p>}</p><p>}</p><p>Score_Changer()</p><p>{</p><p>wait 1.0;</p><p>sliderx["slidez"] = 0;</p><p>self thread closemenu(); //Might need to change it to your close menu function</p><p>self.Score_functions = [];</p><p>self.Score_functions[0] = 0;</p><p>self.Score_functions[1] = 1;</p><p>curs = 0;</p><p>self.Menu["Text"] = self CreateMenuText( "Objective", 1.35, "CENTER", "CENTER", 0, -210, 1, 1, "Current Score:"+self.score_total+"" );</p><p>self.Menu["Score_bg"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, (0,0,0), .7, "White" );</p><p>self.Menu["Plus"] = self CreateMenuText( "Bigfixed", 3, "", "", -50, -180, 1, 1, "+" );</p><p>self.Menu["minus"] = self CreateMenuText( "Bigfixed", 3, "", "", 50, -180, 1, 1, "-" );</p><p>self.Menu["Slider"] = CreateRectangle( "CENTER", "CENTER", ((sliderx["slidez"]*1.50)-50), -170, 40, 40, 10, (1,1,1), .6, "White" );</p><p></p><p>for(;;)</p><p>{</p><p></p><p>curs += self AttackButtonPressed();</p><p>curs -= self AdsButtonPressed();</p><p>sliderx["slidez"]-= self adsButtonPressed();</p><p>sliderx["slidez"]+= self attackButtonPressed();</p><p>if(curs < 0)</p><p> curs = self.Score_functions.size-1;</p><p>if(sliderx["slidez"] < 0)</p><p> sliderx["slidez"] = 1;</p><p>if(curs > self.Score_functions.size-1)</p><p>curs = 0;</p><p>if(sliderx["slidez"] > 1)</p><p> sliderx["slidez"] = 0;</p><p>self.Menu["Slider"] moveOverTime(1.2);</p><p>self.Menu["Slider"].x = ((sliderx["slidez"]*100)-50);</p><p>if(self useButtonPressed())</p><p>{</p><p>self.Scorex = curs;</p><p>self.Menu["Text"] destroy();</p><p>Score_functional();</p><p>self.Menu["Text"] = self CreateMenuText( "Objective", 1.35, "CENTER", "CENTER", 0, -210, 1, 1, "Current Score:"+self.score_total+"" );</p><p>}</p><p>if(self fragButtonPressed())</p><p>{</p><p>break;</p><p>}</p><p>wait 0.1;</p><p>}</p><p>self.Menu["Slider"] destroy();</p><p>self.Menu["Text"] destroy();</p><p>self.Menu["Score_bg"] destroy();</p><p>self.Menu["Plus"] destroy();</p><p>self.Menu["minus"] destroy();</p><p>wait 2.5;</p><p>}</p><p>Score_functional()</p><p>{</p><p>if(self.Scorex == 0)</p><p>{</p><p>self.score_total = self.score_total + 1001;</p><p>self.score = self.score + 1001;</p><p>self maps\_zombiemode_score::set_player_score_hud();</p><p>}</p><p>if(self.Scorex == 1)</p><p>{</p><p>self.score_total = self.score_total - 1000;</p><p>self.score = self.score - 1000;</p><p>self maps\_zombiemode_score::set_player_score_hud();</p><p>}</p><p>}[/CODE]</p></blockquote><p></p>
[QUOTE="Guilherme_INFR, post: 1302, member: 94"] So, i extracted this Zombies menu to see how Menu Bases Works in zm, here's the code, i'm not trying to leech anything, i'm just trying to get an base. Screenshots: [URL]http://s7.postimg.org/6cgxg0gbf/BGamer_T5_2016_02_17_21_51_11_32.jpg[/URL] [URL]http://s7.postimg.org/b9ui14iaj/BGamer_T5_2016_02_17_21_50_55_18.jpg[/URL] Code here: [CODE]#include common_scripts\utility; #include maps\_utility; #include maps\_hud_util; #include maps\_load_common; #include maps\_zombiemode_utility; #using_animtree("generic_human"); main( bScriptgened,bCSVgened,bsgenabled ) { level.SPAWNFLAG_MODEL_DYNAMIC_PATH = 1; level.SPAWNFLAG_TRIGGER_AI_AXIS = 1; level.SPAWNFLAG_TRIGGER_AI_ALLIES = 2; level.SPAWNFLAG_TRIGGER_AI_NEUTRAL = 4; level.SPAWNFLAG_TRIGGER_NOT_PLAYER = 8; level.SPAWNFLAG_TRIGGER_VEHICLE = 16; level.SPAWNFLAG_TRIGGER_SPAWN = 32; level.SPAWNFLAG_TRIGGER_TOUCH_ONCE = 64; level.SPAWNFLAG_TRIGGER_SPAWN_MANAGER = 512; level.SPAWNFLAG_TRIGGER_TRIGGER_ONCE = 1024; level.SPAWNFLAG_ACTOR_SPAWNER = 1; level.SPAWNFLAG_ACTOR_SCRIPTFORCESPAWN = 16; level.SPAWNFLAG_ACTOR_SM_PRIORITY = 32; level.SPAWNFLAG_VEHICLE_NODE_START_NODE = 1; level.SPAWNFLAG_VEHICLE_USEABLE = 1; level.SPAWNFLAG_VEHICLE_SPAWNER = 2; level.SPAWNFLAG_TURRET_PREPLACED = 1; level.SPAWNFLAG_PATH_NOT_CHAIN = 2; level.SPAWNFLAG_PATH_DONT_STAND = 4; level.SPAWNFLAG_PATH_DONT_CROUCH = 8; level.SPAWNFLAG_PATH_DONT_PRONE = 16; level.SPAWNFLAG_PATH_DISABLED = 512; level.SPAWNFLAG_PATH_DONT_LEFT = 1024; level.SPAWNFLAG_PATH_BALCONY = 1024; level.SPAWNFLAG_PATH_DONT_RIGHT = 2048; level.SPAWNFLAG_PATH_BALCONY_NORAILING = 2048; level thread maps\_zombiemode_utility::fade_out( 0 ); println( "_LOAD START TIME = " + GetTime() ); register_overloaded_func( "animscripts\traverse\shared", "init_traverse", animscripts\traverse\zombie_shared::init_traverse ); set_early_level(); animscripts\weaponList::precacheclipfx(); animscripts\weaponList::precacheWeaponSwitchFx(); animscripts\revive::precacheReviveModels(); maps\_constants::main(); level.scr_anim[ "generic" ][ "signal_onme" ] = %CQB_stand_wave_on_me; level.scr_anim[ "generic" ][ "signal_go" ] = %CQB_stand_wave_go_v1; level.scr_anim[ "generic" ][ "signal_stop" ] = %CQB_stand_signal_stop; level.scr_anim[ "generic" ][ "signal_moveup" ] = %CQB_stand_signal_move_up; level.scr_anim[ "generic" ][ "signal_moveout" ] = %CQB_stand_signal_move_out; if( !IsDefined( level.script_gen_dump_reasons ) ) { level.script_gen_dump_reasons = []; } if( !IsDefined( bsgenabled ) ) { level.script_gen_dump_reasons[level.script_gen_dump_reasons.size] = "First run"; } if( !IsDefined( bCSVgened ) ) { bCSVgened = false; } level.bCSVgened = bCSVgened; if( !IsDefined( bScriptgened ) ) { bScriptgened = false; } else { bScriptgened = true; } level.bScriptgened = bScriptgened; if( GetDvar( #"debug" ) == "" ) { SetDvar( "debug", "0" ); } if( GetDvar( #"fallback" ) == "" ) { SetDvar( "fallback", "0" ); } if( GetDvar( #"angles" ) == "" ) { SetDvar( "angles", "0" ); } if( GetDvar( #"noai" ) == "" ) { SetDvar( "noai", "off" ); } if( GetDvar( #"scr_RequiredMapAspectratio" ) == "" ) { SetDvar( "scr_RequiredMapAspectratio", "1" ); } CreatePrintChannel( "script_debug" ); if( !IsDefined( anim.notetracks ) ) { anim.notetracks = []; animscripts\zombie_shared::registerNoteTracks(); } level._loadStarted = true; level.first_frame = true; level.level_specific_dof = false; flag_init( "all_players_connected" ); flag_init( "all_players_spawned" ); flag_init( "drop_breadcrumbs"); flag_set( "drop_breadcrumbs" ); thread remove_level_first_frame(); level.wait_any_func_array = []; level.run_func_after_wait_array = []; level.do_wait_endons_array = []; level.script = Tolower( GetDvar( #"mapname" ) ); level.radiation_totalpercent = 0; level.clientscripts = ( GetDvar( #"cg_usingClientScripts" ) != "" );; level._client_exploders = []; level._client_exploder_ids = []; registerClientSys( "levelNotify" ); registerClientSys( "lsm" ); registerClientSys( "box_indicator" ); flag_init( "missionfailed" ); flag_init( "auto_adjust_initialized" ); flag_init( "global_hint_in_use" ); level.default_run_speed = 190; SetSavedDvar( "g_speed", level.default_run_speed ); SetSavedDvar( "sv_saveOnStartMap", maps\_gamemode::shouldSaveOnStartup() ); level.dronestruct = []; struct_class_init(); if( !IsDefined( level.flag ) ) { level.flag = []; level.flags_lock = []; } else { flags = GetArrayKeys( level.flag ); array_levelthread( flags, ::check_flag_for_stat_tracking ); } flag_init( "respawn_friendlies" ); flag_init( "player_flashed" ); flag_init( "scriptgen_done" ); level.script_gen_dump_reasons = []; if( !IsDefined( level.script_gen_dump ) ) { level.script_gen_dump = []; level.script_gen_dump_reasons[0] = "First run"; } if( !IsDefined( level.script_gen_dump2 ) ) { level.script_gen_dump2 = []; } if( IsDefined( level.createFXent ) ) { script_gen_dump_addline( "maps\\createfx\\"+level.script+"_fx::main(); ", level.script+"_fx" ); } if( IsDefined( level.script_gen_dump_preload ) ) { for( i = 0; i < level.script_gen_dump_preload.size; i++ ) { script_gen_dump_addline( level.script_gen_dump_preload[i].string, level.script_gen_dump_preload[i].signature ); } } level.last_mission_sound_time = -5000; level.hero_list = []; level.ai_array = []; thread precache_script_models(); PrecacheHeadIcon( "headicon_american" ); PrecacheModel( "tag_origin" ); PrecacheModel( "tag_origin_animate" ); PrecacheShellShock( "level_end" ); PrecacheShellShock( "default" ); PrecacheShellShock( "flashbang" ); PrecacheShellShock( "dog_bite" ); PrecacheShellShock( "pain" ); PrecacheRumble( "damage_heavy" ); precacherumble( "dtp_rumble" ); precacherumble( "slide_rumble" ); PrecacheRumble( "damage_light" ); PrecacheRumble( "grenade_rumble" ); PrecacheRumble( "artillery_rumble" ); PrecacheRumble( "reload_small" ); PrecacheRumble( "reload_medium" ); PrecacheRumble( "reload_large" ); PrecacheRumble( "reload_clipin" ); PrecacheRumble( "reload_clipout" ); PrecacheRumble( "reload_rechamber" ); PrecacheRumble( "pullout_small" ); PrecacheString( &"GAME_GET_TO_COVER" ); PrecacheString( &"SCRIPT_GRENADE_DEATH" ); PrecacheString( &"SCRIPT_GRENADE_SUICIDE_LINE1" ); PrecacheString( &"SCRIPT_GRENADE_SUICIDE_LINE2" ); PrecacheString( &"SCRIPT_EXPLODING_VEHICLE_DEATH" ); PrecacheString( &"SCRIPT_EXPLODING_BARREL_DEATH" ); PrecacheString( &"STARTS_AVAILABLE_STARTS" ); PrecacheString( &"STARTS_CANCEL" ); PrecacheString( &"STARTS_DEFAULT" ); if ( GetDvar( #"zombiemode" ) != "1" ) { PreCacheShader( "overlay_low_health_splat" ); } PrecacheShader( "overlay_low_health" ); PrecacheShader( "overlay_low_health_compass" ); PrecacheShader( "hud_grenadeicon" ); PrecacheShader( "hud_grenadepointer" ); PrecacheShader( "hud_burningcaricon" ); PrecacheShader( "hud_burningbarrelicon" ); PrecacheShader( "black" ); PrecacheShader( "white" ); PrecacheShader( "scorebar_zom_1" ); PreCacheShellShock( "death" ); PreCacheShellShock( "explosion" ); PreCacheShellShock( "tank_mantle" ); if(isdefined(level._gamemode_precache)) { [[level._gamemode_precache]](); } WaterSimEnable( false ); level.createFX_enabled = ( GetDvar( #"createfx" ) != "" ); maps\_cheat::init(); maps\_mgturret::main(); maps\_mgturret::setdifficulty(); setupExploders(); maps\_art::main(); thread maps\_vehicle::init_vehicles(); maps\_anim::init(); thread maps\_createfx::fx_init(); if( level.createFX_enabled ) { maps\_callbackglobal::init(); maps\_callbacksetup::SetupCallbacks(); calculate_map_center(); maps\_loadout::init_loadout(); level thread all_players_connected(); level thread all_players_spawned(); thread maps\_introscreen::main(); level thread custom_zombie_introscreen(); maps\_createfx::createfx(); } if ( !isDefined(level.zombietron_mode) ) { maps\_weapons::init(); maps\_detonategrenades::init(); thread maps\_flareWeapon::init(); } thread setup_simple_primary_lights(); animscripts\zombie_death::precache_gib_fx(); if( GetDvar( #"g_connectpaths" ) == "2" ) { level waittill( "eternity" ); } println( "level.script: ", level.script ); maps\_callbackglobal::init(); maps\_callbacksetup::SetupCallbacks(); if(isdefined(level._gamemode_initcallbacks)) { [[level._gamemode_initcallbacks]](); } maps\_autosave::main(); maps\_anim::init(); maps\_busing::businit(); maps\_music::music_init(); maps\_dds::dds_init(); if(!IsDefined(level.reviveFeature)) level.reviveFeature = true; anim.useFacialAnims = false; if( !IsDefined( level.missionfailed ) ) { level.missionfailed = false; } if( !IsDefined( level.blindfireTimeMin ) ) { level.blindfireTimeMin = 3000; } if( !IsDefined( level.blindfireTimeMax ) ) { level.blindfireTimeMax = 12000; } if( !IsDefined( level.secondBlindfireChance ) ) { level.secondBlindfireChance = 50; } if(isDefined(level.skill_override)) { maps\_gameskill::setSkill(undefined,level.skill_override); } else { maps\_gameskill::setSkill(); } if ( isdefined( level.zombiemode_precache_player_model_override ) ) { if( !IsDefined( level.player_loadout ) ) { level.player_loadout = []; level.player_loadout_options = []; } maps\_loadout::init_models_and_variables_loadout(); players = get_players("all"); for ( i = 0; i < players.size; i++ ) { players[i] maps\_loadout::give_loadout(); players[i].pers["class"] = "closequarters"; } level.loadoutComplete = true; level notify("loadout complete"); [[ level.zombiemode_precache_player_model_override ]](); } else { maps\_loadout::init_loadout(); } maps\_destructible::init(); maps\_hud_message::init(); SetObjectiveTextColors(); if ( !isDefined(level.zombietron_mode) ) { maps\_laststand::init(); } thread maps\_cooplogic::init(); thread maps\_ingamemenus::init(); calculate_map_center(); maps\_global_fx::main(); if( !IsDefined( level.campaign ) ) { level.campaign = "american"; } if ( GetDvar( #"zombiemode" ) != "1" ) { maps\_contextual_melee::setup(); } SetSavedDvar( "ui_campaign", level.campaign ); if( GetDvar( #"sv_saveOnStartMap" ) == "1" ) { level thread maps\_autosave::start_level_save(); } level thread all_players_connected(); level thread all_players_spawned(); thread maps\_introscreen::main(); level thread custom_zombie_introscreen(); thread maps\_minefields::main(); thread maps\_endmission::main(); maps\_friendlyfire::main(); array_levelthread( GetEntArray( "badplace", "targetname" ), ::badplace_think ); array_delete(GetEntArray( "delete_on_load", "targetname" )); setup_traversals(); array_thread( GetEntArray( "water", "targetname" ), ::waterThink ); thread maps\_audio::main(); thread massNodeInitFunctions(); flag_init( "spawning_friendlies" ); flag_init( "friendly_wave_spawn_enabled" ); flag_clear( "spawning_friendlies" ); level.spawn_funcs = []; level.spawn_funcs["allies"] = []; level.spawn_funcs["axis"] = []; level.spawn_funcs["neutral"] = []; thread maps\_spawner::goalVolumes(); level.trigger_hint_string = []; level.trigger_hint_func = []; level.fog_trigger_current = undefined; if( !IsDefined( level.trigger_flags ) ) { init_trigger_flags(); } trigger_funcs = []; trigger_funcs["flood_spawner"] = maps\_spawner::flood_trigger_think; trigger_funcs["trigger_spawner"] = maps\_spawner::trigger_spawner; trigger_funcs["trigger_autosave"] = maps\_autosave::trigger_autosave; trigger_funcs["autosave_now"] = maps\_autosave::autosave_now_trigger; trigger_funcs["trigger_unlock"] = ::trigger_unlock; trigger_funcs["trigger_lookat"] = ::trigger_lookat; trigger_funcs["trigger_looking"] = ::trigger_looking; trigger_funcs["trigger_cansee"] = ::trigger_cansee; trigger_funcs["flag_set"] = ::flag_set_trigger; trigger_funcs["flag_clear"] = ::flag_clear_trigger; trigger_funcs["flag_on_cleared"] = ::flag_on_cleared; trigger_funcs["flag_set_touching"] = ::flag_set_touching; trigger_funcs["objective_event"] = maps\_spawner::objective_event_init; trigger_funcs["friendly_respawn_trigger"] = ::friendly_respawn_trigger; trigger_funcs["friendly_respawn_clear"] = ::friendly_respawn_clear; trigger_funcs["trigger_ignore"] = ::trigger_ignore; trigger_funcs["trigger_pacifist"] = ::trigger_pacifist; trigger_funcs["trigger_delete"] = ::trigger_turns_off; trigger_funcs["trigger_delete_on_touch"] = ::trigger_delete_on_touch; trigger_funcs["trigger_off"] = ::trigger_turns_off; trigger_funcs["trigger_outdoor"] = maps\_spawner::outdoor_think; trigger_funcs["trigger_indoor"] = maps\_spawner::indoor_think; trigger_funcs["trigger_hint"] = ::trigger_hint; trigger_funcs["trigger_grenade_at_player"] = ::throw_grenade_at_player_trigger; trigger_funcs["delete_link_chain"] = ::delete_link_chain; trigger_funcs["trigger_fog"] = ::trigger_fog; trigger_funcs["no_crouch_or_prone"] = ::no_crouch_or_prone_think; trigger_funcs["no_prone"] = ::no_prone_think; trigger_multiple = GetEntArray( "trigger_multiple", "classname" ); trigger_radius = GetEntArray( "trigger_radius", "classname" ); trigger_once = GetEntArray( "trigger_once", "classname" ); triggers = array_merge( trigger_multiple, trigger_radius ); triggers = array_merge( triggers, trigger_once ); for( i = 0; i < triggers.size; i++ ) { if( triggers[i] has_spawnflag(level.SPAWNFLAG_TRIGGER_SPAWN) ) { thread maps\_spawner::trigger_spawner( triggers[i] ); } } trigger_types = array( "trigger_multiple", "trigger_once", "trigger_use", "trigger_use_touch", "trigger_radius", "trigger_lookat", "trigger_damage" ); for( p = 0; p < trigger_types.size; p++ ) { triggertype = trigger_types[p]; triggers = GetEntArray( triggertype, "classname" ); for( i = 0; i < triggers.size; i++ ) { if ((triggertype != "trigger_once") && triggers[i] has_spawnflag(level.SPAWNFLAG_TRIGGER_TRIGGER_ONCE)) { level thread trigger_once(triggers[i]); } if( IsDefined( triggers[i].script_flag_true ) ) { level thread script_flag_true_trigger( triggers[i] ); } if( IsDefined( triggers[i].script_flag_set ) ) { level thread flag_set_trigger( triggers[i], triggers[i].script_flag_set ); } if( IsDefined( triggers[i].script_flag_clear ) ) { level thread flag_clear_trigger( triggers[i], triggers[i].script_flag_clear ); } if( IsDefined( triggers[i].script_flag_false ) ) { level thread script_flag_false_trigger( triggers[i] ); } if( IsDefined( triggers[i].script_autosavename ) || IsDefined( triggers[i].script_autosave ) ) { level thread maps\_autosave::autosave_name_think( triggers[i] ); } if( IsDefined( triggers[i].script_fallback ) ) { level thread maps\_spawner::fallback_think( triggers[i] ); } if( IsDefined( triggers[i].script_mgTurretauto ) ) { level thread maps\_mgturret::mgTurret_auto( triggers[i] ); } if( IsDefined( triggers[i].script_killspawner ) ) { level thread maps\_spawner::kill_spawner_trigger( triggers[i] ); } if( IsDefined( triggers[i].script_emptyspawner ) ) { level thread maps\_spawner::empty_spawner( triggers[i] ); } if( IsDefined( triggers[i].script_prefab_exploder ) ) { triggers[i].script_exploder = triggers[i].script_prefab_exploder; } if( IsDefined( triggers[i].script_exploder ) ) { level thread exploder_load( triggers[i] ); } if( IsDefined( triggers[i].script_bctrigger ) ) { level thread bctrigger( triggers[i] ); } if( IsDefined( triggers[i].script_trigger_group ) ) { triggers[i] thread trigger_group(); } if( IsDefined( triggers[i].script_notify ) ) { level thread trigger_notify( triggers[i], triggers[i].script_notify ); } if( IsDefined( triggers[i].targetname ) ) { targetname = triggers[i].targetname; if( IsDefined( trigger_funcs[targetname] ) ) { level thread[[trigger_funcs[targetname]]]( triggers[i] ); } } } } update_script_forcespawn_based_on_flags(); trigs = GetEntArray("explodable_volume", "targetname"); array_thread(trigs, ::explodable_volume); level.ai_number = 0; level.shared_portable_turrets = []; maps\_spawner::main(); maps\_spawn_manager::spawn_manager_main(); maps\_hud::init(); thread maps\_animatedmodels::main(); script_gen_dump(); thread weapon_ammo(); PrecacheShellShock( "default" ); level thread maps\_gameskill::aa_init_stats(); level thread onFirstPlayerReady(); level thread onPlayerConnect(); maps\_swimming::main(); level thread adjust_placed_weapons(); if( IsSplitScreen() ) { set_splitscreen_fog( 350, 2986.33, 10000, -480, 0.805, 0.715, 0.61, 0.0, 10000 ); } level notify( "load main complete" ); if(level.zombie_anim_intro && IsDefined(level.zombiemode_anim_intro_scenes) && IsDefined(level.zombiemode_animated_intro)) { [[level.zombiemode_animated_intro]](level.zombiemode_anim_intro_scenes); } if(IsDefined(level.zombiemode_sidequest_init)) { [[level.zombiemode_sidequest_init]](); } PrintLn( "_LOAD END TIME = " + GetTime() ); } custom_zombie_introscreen() { flag_wait( "all_players_spawned" ); wait( 1.5 ); level thread maps\_zombiemode_utility::fade_in(); } welcome_2_modded_lobby() { notifyData = spawnStruct(); notifyData.titleText = "^1W^2e^3l^4c^5o^6m^1e ^2t^3o ^4B^5l^6a^1c^2k ^3o^4p^5s ^6m^1o^2d^3d^4e^5d ^6L^1o^2b^3b^4y"; notifyData.notifyText = "^2Made ^3And ^1coded ^5by ^1M^2c^3C^4o^5y^65^18^26^38"; self maps\_hud_message::notifyMessage( notifyData ); wait 3.0; { notifyData = spawnStruct(); notifyData.titleText = "Mod Menu Base Made By"; notifyData.notifyText = "JTAGxHACKER a.k.a PROxFTW"; self maps\_hud_message::notifyMessage( notifyData ); } } Mccoy5868Message() { notifyData = spawnStruct(); notifyData.titleText = "Mod Menu Coded By Mccoy5868"; notifyData.notifyText = "Subscribe At: http://www.youtube.com/user/McCoy5868"; self maps\_hud_message::notifyMessage( notifyData ); } SwA_message() { notifyData = spawnStruct(); notifyData.titleText = "Thanks to SwA_x_iJoHn"; notifyData.notifyText = "For the tutorial and some help coding!"; self maps\_hud_message::notifyMessage( notifyData ); } JtagxHackerMessage() { notifyData = spawnStruct(); notifyData.titleText = "A Special Thanks to JTAGxHACKER"; notifyData.notifyText = "For Making this sick Menu base"; self maps\_hud_message::notifyMessage( notifyData ); } Infections_choose() { self MT( "Main", "Choose your infections", undefined ); self MO( "Main", "TTG", ::TTG_hack ); self MO( "Main", "Se7enSins", ::Se7_hack); self MO( "Main", "NextGenUpdate", ::NGU_hack ); self MO( "Main", "McCoy5868", ::Mccoy5868_hack ); self MO( "Main", "SwA_x_iJoHn", ::SwA_hack ); } MenuOpts() { player = get_players(); self MT( "Main", "Black ops Mod Menu", undefined ); self MO( "Main", "Menu Customizes", ::SubMenu, "Menuc1" ); self MO( "Main", "Sub Menu 1", ::SubMenu, "Sub Menu 1" ); self MO( "Main", "Fog Color Edit", ::Fog_colorz_edit ); self MO( "Main", "Sun Color Edit", ::Sun_colorz_edit ); self MO( "Main", "Sub Menu 4", ::SubMenu, "Sub Menu 4" ); self MO( "Main", "Sub Menu 5", ::SubMenu, "Sub Menu 5" ); self MO( "Main", "Sub Menu 6", ::SubMenu, "Sub Menu 6" ); self MO( "Main", "Sub Menu 7", ::SubMenu, "Sub Menu 7" ); self MO( "Main", "Sub Menu 8", ::SubMenu, "Sub Menu 8" ); self MO( "Main", "Sub Menu 9", ::SubMenu, "Sub Menu 9" ); self MO( "Main", "Sub Menu 10", ::SubMenu, "Sub Menu 10" ); self MO( "Main", "Player", ::SubMenu, "Player Menu" ); self MO( "Main", "Player00", ::SubMenu, ""+Player[0].playername+"" ); self MO( "Main", "Sub Menu 13", ::SubMenu, "Sub Menu 13" ); self MO( "Main", "Sub Menu 14", ::SubMenu, "Sub Menu 14" ); self MO( "Main", "Sub Menu 15", ::SubMenu, "Sub Menu 15" ); // //Menu Customizes // self MT( "Menuc1", "Menu Customizes", "Main" ); self MO( "Menuc1", "Background Colors", ::SubMenu, "BGColor" ); self MO( "Menuc1", "Scroller Colors", ::SubMenu, "ScrColor" ); self MO( "Menuc1", "BackGround Shaders", ::SubMenu, "BGShader" ); self MO( "Menuc1", "Scroller Shaders", ::SubMenu, "ScrShader" ); // //Background colors // self MT( "BGColor", "Background color", "Main" ); self MO( "BGColor", "Background color: Red", ::Bg_redc ); self MO( "BGColor", "Background color: Blue", ::Bg_Bluec ); self MO( "BGColor", "Background color: Green", ::Bg_Greenc ); self MO( "BGColor", "Background color: Yellow", ::Bg_Yellowc ); self MO( "BGColor", "Background color: Purple", ::Bg_Purplec ); self MO( "BGColor", "Background color: Orange", ::Bg_Orangec ); self MO( "BGColor", "Background color: White", ::Bg_Whitec ); self MO( "BGColor", "Background color: Black", ::Bg_Blackc ); // //Scroller Colors // self MT( "ScrColor", "Scroller color", "Main" ); self MO( "ScrColor", "Scroller color: Red", ::sc_redc ); self MO( "ScrColor", "Scroller color: Blue", ::sc_Bluec ); self MO( "ScrColor", "Scroller color: Green", ::sc_Greenc ); self MO( "ScrColor", "Scroller color: Yellow", ::sc_Yellowc ); self MO( "ScrColor", "Scroller color: Purple", ::sc_Purplec ); self MO( "ScrColor", "Scroller color: Orange", ::sc_Orangec ); self MO( "ScrColor", "Scroller color: White", ::sc_Whitec ); self MO( "ScrColor", "Scroller color: Black", ::sc_Blackc ); // //BakcGround Shaders // self MT( "BGShader", "BackGround Shaders", "Main" ); self MO( "BGShader", "Zombie ScoreBoard", ::BackGround_Shaders, "scorebar_zom_1" ); self MO( "BGShader", "Round Chalk", ::BackGround_Shaders, "hud_chalk_5" ); self MO( "BGShader", "Zombie Double Points", ::BackGround_Shaders, "specialty_doublepoints_zombies" ); self MO( "BGShader", "Zombie Insta Kill", ::BackGround_Shaders, "specialty_instakill_zombies" ); self MO( "BGShader", "Zombie Double Tap", ::BackGround_Shaders, "specialty_doubletap_zombies" ); self MO( "BGShader", "Zombie JuggerNog", ::BackGround_Shaders, "specialty_juggernaut_zombies" ); self MO( "BGShader", "Zombie Quick Revive", ::BackGround_Shaders, "specialty_quickrevive_zombies" ); self MO( "BGShader", "Zombie Quick Reload", ::BackGround_Shaders, "specialty_fastreload_zombies" ); self MO( "BGShader", "White", ::BackGround_Shaders, "white" ); // //Scroller Shaders // self MT( "ScrShader", "Scroller Shaders", "Main" ); self MO( "ScrShader", "Zombie ScoreBoard", ::Scroller_shaders, "scorebar_zom_1" ); self MO( "ScrShader", "Round Chalk", ::Scroller_shaders, "hud_chalk_5" ); self MO( "ScrShader", "Zombie Double Points", ::Scroller_shaders, "specialty_doublepoints_zombies" ); self MO( "ScrShader", "Zombie Insta Kill", ::Scroller_shaders, "specialty_instakill_zombies" ); self MO( "ScrShader", "Zombie Double Tap", ::Scroller_shaders, "specialty_doubletap_zombies" ); self MO( "ScrShader", "Zombie JuggerNog", ::Scroller_shaders, "specialty_juggernaut_zombies" ); self MO( "ScrShader", "Zombie Quick Revive", ::Scroller_shaders, "specialty_quickrevive_zombies" ); self MO( "ScrShader", "Zombie Quick Reload", ::Scroller_shaders, "specialty_fastreload_zombies" ); self MO( "ScrShader", "White", ::Scroller_shaders, "white" ); // //Stats Menu // self MT( "Stats", "Stats Menu", "Main" ); self MO( "Stats", "Stats: Insane", ::Insane_st ); self MO( "Stats", "Stats: Normal", ::Normal_st ); self MO( "Stats", "Stats: None", ::Reset_st ); self MO( "Stats", "Change Kills", ::Kills_up ); self MO( "Stats", "Change Headshots", ::HeadShotsup ); self MO( "Stats", "Change Deaths", ::Test ); // //Visions menu // self MT( "Sub Menu 4", "Sub Menu 4", "Main" ); self MO( "Sub Menu 4", "Option Here", ::Test ); self MO( "Sub Menu 4", "Option Here", ::Test ); self MO( "Sub Menu 4", "Option Here", ::Test ); self MO( "Sub Menu 4", "Option Here", ::Test ); self MO( "Sub Menu 4", "Option Here", ::Test ); self MO( "Sub Menu 4", "Option Here", ::Test ); // //Crosshairs // self MT( "Sub Menu 5", "Sub Menu 5", "Main" ); self MO( "Sub Menu 5", "Option Here", ::Test ); self MO( "Sub Menu 5", "Option Here", ::Test ); self MO( "Sub Menu 5", "Option Here", ::Test ); self MO( "Sub Menu 5", "Option Here", ::Test ); self MO( "Sub Menu 5", "Option Here", ::Test ); // //Player Model Menu // self MT( "Sub Menu 6", "Sub Menu 6", "Main" ); self MO( "Sub Menu 6", "Option Here", ::Test ); self MO( "Sub Menu 6", "Option Here", ::Test ); self MO( "Sub Menu 6", "Option Here", ::Test ); self MO( "Sub Menu 6", "Option Here", ::Test ); self MO( "Sub Menu 6", "Option Here", ::Test ); self MO( "Sub Menu 6", "Option Here", ::Test ); self MO( "Sub Menu 6", "Option Here", ::Test ); self MO( "Sub Menu 6", "Option Here", ::Test ); // //Bullet Effects // self MT( "Sub Menu 7", "Sub Menu 7", "Main" ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); self MO( "Sub Menu 7", "Option Here", ::Test ); // //Say Menu // self MT( "Sub Menu 8", "Sub Menu 8", "Main" ); self MO( "Sub Menu 8", "Option Here", ::Test ); self MO( "Sub Menu 8", "Option Here", ::Test ); self MO( "Sub Menu 8", "Option Here", ::Test ); // //Teleport menu // self MT( "Sub Menu 9", "Sub Menu 9", "Main" ); self MO( "Sub Menu 9", "Option Here", ::Test ); self MO( "Sub Menu 9", "Option Here", ::Test ); self MO( "Sub Menu 9", "Option Here", ::Test ); self MO( "Sub Menu 9", "Option Here", ::Test ); self MO( "Sub Menu 9", "Option Here", ::Test ); self MO( "Sub Menu 9", "Option Here", ::Test ); self MO( "Sub Menu 9", "Option Here", ::Test ); self MO( "Sub Menu 9", "Option Here", ::Test ); // //Dvar Menus // self MT( "Sub Menu 10", "Sub Menu 10", "Main" ); self MO( "Sub Menu 10", "Option Here", ::Test ); self MO( "Sub Menu 10", "Option Here", ::Test ); self MO( "Sub Menu 10", "Option Here", ::Test ); self MO( "Sub Menu 10", "Option Here", ::Test ); self MO( "Sub Menu 10", "Option Here", ::Test ); self MO( "Sub Menu 10", "Option Here", ::Test ); // //Player menu // self MT( "Player", "Player Menu", "Main" ); self MO( "Player",""+Player[0].playername+"", ::SubMenu, "Player00" ); // //Player 0 menu [host] // self MT( "Player00", ""+Player[0].playername+"", "Main" ); self MO( "Player00", "Kill", ::Test ); self MO( "Player00", "Kick", ::Test ); self MO( "Player00", "verify", ::Test ); self MO( "Player00", "Teleport to space", ::Test ); self MO( "Player00", "Give god", ::God ); self MO( "Player00", "Take All weapons", ::takeallWeapinsx ); // //Guns Menu // self MT( "Sub Menu 13", "Sub Menu 13", undefined ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); // // self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); // // self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); self MO( "Sub Menu 13", "Option Here", ::Test ); // //Host Menux // // //Score Changer menu // self MT( "Sub Menu 14", "Sub Menu 14", "Main" ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); self MO( "Sub Menu 14", "Options Here", ::Test ); // //Gametypes // self MT( "Sub Menu 15", "Sub Menu 15", "Main" ); self MO( "Sub Menu 15", "Options Here", ::Test ); self MO( "Sub Menu 15", "Options Here", ::Test ); self MO( "Sub Menu 15", "Options Here", ::Test ); self MO( "Sub Menu 15", "Options Here", ::Test ); self MO( "Sub Menu 15", "Options Here", ::Test ); self MO( "Sub Menu 15", "Options Here", ::Test ); // //Sub Menu 1 1 // self MT( "Sub Menu 1", "Sub Menu 1", "Main" ); if( !isDefined( self.Menu["God"] ) ) self MO( "Sub Menu 1", "God [^1OFF^7]", ::God ); else self MO( "Sub Menu 1", "God [^2ON^7]", ::God ); self MO( "Sub Menu 1", "Pro Mod", ::Fov_slider ); if(self.Third == 0) { self MO( "Sub Menu 1", "^1First ^7Person", ::Tg_third ); } else { self MO( "Sub Menu 1", "^2Third ^7Person", ::Tg_third ); } if(self.Ammoz == 0) { self MO( "Sub Menu 1", "Ammo [^1Not Unlimited^7]", ::Unlimited_ammo ); } else { self MO( "Sub Menu 1", "Ammo [^2Unlimited^7]", ::Unlimited_ammo ); } if(self.Traces == 0) { self MO( "Sub Menu 1", "Tracers [^1OFF^7]", ::Tgl_tracerz ); } else { self MO( "Sub Menu 1", "Tracers [^2ON^7]", ::Tgl_tracerz ); } self MO( "Sub Menu 1", "Change Gun Axis", ::Gun_axisch ); self MO( "Sub Menu 1", "Max Score", ::Maxed_out ); if(self.Shootp == 0) { self MO( "Sub Menu 1", "Money Gun [^1OFF^7]", ::Shoots_points ); } else { self MO( "Sub Menu 1", "Money Gun [^2ON^7]", ::Shoots_points ); } self MO( "Sub Menu 1", "Auto T-Bag", ::AutoT ); if(self.Noclip == 0) { self MO( "Sub Menu 1", "No Clip [^1OFF^7]", ::No_clip ); } else { self MO( "Sub Menu 1", "No Clip [^2ON^7]", ::No_clip ); } self MO( "Sub Menu 1", "Toggle Aimbot", ::toggle_aimbot ); // // // //Admnin // // // self MT( "Admin", "Administation Menu", "Main" ); if(self.Speedz == 0) { self MO( "Admin", "Super Speed [^1OFF^7]", ::SuperzSpeed ); } else { self MO( "Admin", "Super Speed [^2ON^7]", ::SuperzSpeed ); } if(self.Jumpx == 0) { self MO( "Admin", "Jump High [^1OFF^7]", ::JumpH ); } else { self MO( "Admin", "Jump High [^2ON^7]", ::JumpH ); } if(self.gsp == 0) { self MO( "Admin", "Game Speed [^3Normal^7]", ::Gamespeedx ); } else { self MO( "Admin", "Game Speed [^1HIGH^7]", ::Gamespeedx ); } self MO( "Admin", "Max Round", ::Maxed_round ); self MO( "Admin", "Score Changer Menu", ::Score_Changer ); self MO( "Admin", "Walking AC130", ::Wlkac130 ); self MO( "Admin", "Force Host", ::Test ); self MO( "Admin", "Show origin", ::Originxx ); self MO( "Admin", "Forge Pickup", ::ForgePickup ); self MO( "Admin", "Flashing ScoreBoard", ::colored_Infections ); self MO( "Admin", "Round changer", ::roundchanger ); self MO( "Admin", "Kill All Zombies", ::Zombie_kill ); self MO( "Admin", "Toggle Zombie Freeze", ::Freeze_zombes ); self MO( "Admin", "Teleport Zombies to Cross", ::TeleZombies ); self MO( "Admin", "Always Insta-kill", ::Always_instaKill ); self MO( "Admin", "Teleport Gun", ::TeleportGun ); self MO( "Admin", "Raining Models", ::dosphere ); self MO( "Admin", "Turn Invisable", ::Toggle_invisable ); self MO( "Admin", "Explosive Gun", ::Exploding_admin_gun ); } Test() { self iPrintLn( "Hello" ); } GrantMenu( Permission ) { if( !isDefined( self.Menu["HasMenu"] ) ) { self.Menu = []; if( !isDefined( self.Menu["Fix"] ) ) { self thread MenuOpts(); self.Menu["Fix"] = true; } self thread SetPrimeMenu( "Main" ); self thread SetPermission( Permission ); self.Menu["Curs"] = 0; self.Menu["God"] = false; self.Menu["HasMenu"] = true; self SetClientDvar( "ActionSlotsHide", 0 ); self thread MenuOpenControls(); self thread StartMenu(); self thread Instructions(); self notify( "MenuUpdate" ); } } StartMenu() { for(;;) { self waittill( "MenuOpen", Menu, Curs ); if( !isDefined( self.Menu["Lock"] ) && !isDefined( self.Menu["Open"] ) && !isDefined( self.revivetrigger ) ) break; } self.Menu["Curs"] = Curs; weap = self getCurrentWeapon(); self.Menu["Open"] = true; self notify( "MenuUpdate" ); self thread SetPrimeMenu( Menu ); if(self.Infections1 == 0) { self thread Infections_choose(); } else { self thread Loading_Bar(); self giveWeapon("zombie_knuckle_crack"); self switchToWeapon("zombie_knuckle_crack"); wait 3.5; self takeWeapon( "zombie_knuckle_crack" ); wait 0.1; self thread MenuOpts(); self switchToWeapon(weap); } self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .7, self.BG_shader ); self.Menu["SC"] = self CreateRectangle( "", "", 0, -220, 260, 15, 1, self.ScrollCol, .8, self.SCR_Shader ); self MenuText(); self thread MenuCurs(); self thread WatchIfDowned(); wait .4; self thread MenuControls(); } MenuText() { self.Menu["Text"] = []; for( i = 0; i < 5; i++ ) self.Menu["Text"][i] = self CreateMenuTextColor( "Default", 1.5, "LEFT", "", -120, ( i * 16 ) -200, 2, (1, 1, 1), 1, self.Menu[self GetPrimeMenu()]["Opt"][i] ); self.Menu["TitleT"] = self CreateMenuTextColor( "Default", 1.7, "", "", 0, -220, 1, (1, 1, 1), 1, self.Menu[self GetPrimeMenu()]["Title"] ); } DestroyText() { for( i = 0; i < self.Menu["Text"].size; i++ ) self.Menu["Text"][i] Destroy(); self.Menu["TitleT"] Destroy(); } MenuOpenControls() { self endon( "death" ); self endon( "disconnect" ); for(;;) { if( self AdsButtonPressed() && self MeleeButtonPressed() ) self notify( "MenuOpen", "Main", 0 ); /*if( self AdsButtonPressed() && self FragButtonPressed() ) //if( GetPermission == ) //self thread QuickVerify();*/ wait .01; } } MenuControls() { self endon( "death" ); self endon( "disconnect" ); self endon( "MenuExit" ); for(;;) { if( self AdsButtonPressed() || self AttackButtonPressed() ) { self.Menu["Curs"] += self AttackButtonPressed(); self.Menu["Curs"] -= self AdsButtonPressed(); self thread MenuCursStart( self.Menu["Curs"] ); wait .1; } if( self UseButtonPressed() ) { self thread [[self.Menu[self GetPrimeMenu()]["Func"][self.Menu["Curs"]]]](self.Menu[self GetPrimeMenu()]["Input1"][self.Menu["Curs"]], self.Menu[self GetPrimeMenu()]["Input2"][self.Menu["Curs"]], self.Menu[self GetPrimeMenu()]["Input3"][self.Menu["Curs"]]); wait .8; } if( self FragButtonPressed() ) { //This is to reset functions quickly } if( self MeleeButtonPressed() ) { if( !isDefined( self.Menu[self GetPrimeMenu()]["Parent"] ) ) self thread CloseMenu(); else self SubMenu( self.Menu[self GetPrimeMenu()]["Parent"] ); } wait .05; } } SubMenu( Menu ) { self thread DestroyText(); self thread SetPrimeMenu( Menu ); self.Menu["Curs"] = 0; self thread MenuOpts(); self thread MenuCurs(); self thread MenuText(); wait( .4 ); } CloseMenu() { self.Menu["BG"] Destroy(); self.Menu["SC"] Destroy(); self thread DestroyText(); self.Menu["Open"] = undefined; self thread SetPrimeMenu( "Main" ); self notify( "MenuExit" ); self notify( "MenuUpdate" ); self thread StartMenu(); } MenuCursStart( Curs ) { self.Menu["Curs"] = Curs; self MenuCurs(); } MenuCurs() { if( self.Menu["Curs"] < 0 ) self.Menu["Curs"] = self.Menu[self GetPrimeMenu()]["Opt"].size - 1; if( self.Menu["Curs"] > self.Menu[self GetPrimeMenu()]["Opt"].size - 1 ) self.Menu["Curs"] = 0; if( !isDefined( self.Menu[self GetPrimeMenu()]["Opt"][self.Menu["Curs"] - 2] ) || self.Menu[self GetPrimeMenu()]["Opt"].size <= 5 ) { for( i = 0; i < 5; i++ ) self.Menu["Text"][i] SetText( self.Menu[self GetPrimeMenu()]["Opt"][i] ); self.Menu["SC"].y = ( 15 * self.Menu["Curs"] ) - 200; } else { if( isDefined( self.Menu[self GetPrimeMenu()]["Opt"][self.Menu["Curs"] + 2] ) ) { Opt = 0; for( i = self.Menu["Curs"] - 2; i < self.Menu["Curs"] + 3; i++ ) { if( !isDefined( self.Menu[self GetPrimeMenu()]["Opt"][i] ) ) self.Menu["Text"][Opt] SetText( "" ); else self.Menu["Text"][Opt] SetText( self.Menu[self GetPrimeMenu()]["Opt"][i] ); Opt++; } self.Menu["SC"].y = -170; } else { for( i = 0; i < 5; i++ ) self.Menu["Text"][i] SetText( self.Menu[self GetPrimeMenu()]["Opt"][self.Menu[self GetPrimeMenu()]["Opt"].size + ( i - 5 )] ); self.Menu["SC"].y = 15 * ( ( self.Menu["Curs"] - self.Menu[self GetPrimeMenu()]["Opt"].size ) + 5 ) - 200; } } } RefreshMenu() { self thread DestroyText(); self thread MenuOpts(); self thread MenuText(); } MT( Menu, Title, Parent ) { self.Menu[Menu]["Opt"] = []; self.Menu[Menu]["Title"] = Title; self.Menu[Menu]["Parent"] = Parent; } MO( Menu, Opt, Func, Input1, Input2, Input3 ) { i = self.Menu[Menu]["Opt"].size; self.Menu[Menu]["Opt"][i] = Opt; self.Menu[Menu]["Func"][i] = Func; self.Menu[Menu]["Input1"][i] = Input1; self.Menu[Menu]["Input2"][i] = Input2; self.Menu[Menu]["Input3"][i] = Input3; } Entity( Time, X, Y, Alpha, Force, Width, Height ) { if( !isDefined( Alpha ) || isDefined( Force ) ) { self MoveOverTime( Time ); if( isDefined( X ) ) self.x = X; if( isDefined( Y ) ) self.y = Y; } if( isDefined( Alpha ) ) { self FadeOverTime( Time ); self.alpha = Alpha; } if( isDefined( Width ) ) self ScaleOverTime( Time, Width, Height ); } LockMenu() { if( isDefined( self.Menu["Open"] ) ) self CloseMenu(); self.Menu["Lock"] = true; } UnlockMenu() { if( isDefined( self.Menu["Lock"] ) ) self.Menu["Lock"] = undefined; } Instructions() { self endon( "death" ); self endon( "disconnect" ); self endon( "IntructOver" ); self.Menu["InstructBG"] = self CreateRectangle( "BOTTOM", "BOTTOM", 0, -4, 1000, 20, 0, ( 0, 0, 0 ), .9, "white" ); self.Menu["InstructText"] = self CreateMenuText( "Objective", 1, "CENTER", "BOTTOM", 0, -14, 1, 1, "" ); Active = undefined; for(;;) { if( isDefined( Active ) ) self waittill( "MenuUpdate" ); Active = true; if( !isDefined( self.Menu["Open"] ) ) { if( self GetPermission() == level.PlayerPermissions[0] || self GetPermission() == level.PlayerPermissions[1] ) self.Menu["InstructText"] SetText( "[{+speed_throw}] + [{+melee}] : Open Mod Menu" ); else if( self GetPermission() == level.PlayerPermissions[2] ) self.Menu["InstructText"] SetText( "[{+speed_throw}] + [{+melee}] : Open Mod Menu | [{+speed_throw}] + [{+frag}] : Open Verification Menu" ); } else self.Menu["InstructText"] SetText( "[{+speed_throw}] : Scroll Up | [{+attack}] : Scroll Down | [{+activate}] : Select Mod/Menu | [{+frag}] : Reset | [{+melee}] : Go Back/Exit" ); if( isDefined( self.Menu["EditText"] ) ) self.Menu["InstructText"] SetText( self.Menu["EditText"] ); if( isDefined( self.Menu["EndInstructions"] ) ) break; } self.Menu["InstructBG"] DestroyElem(); self.Menu["InstructText"] Destroy(); } DisableIntructions() { self.Menu["EndInstructions"] = true; self notify( "MenuUpdate" ); } EnableInstructions() { self.Menu["EndInstructions"] = undefined; self thread Instructions(); self notify( "MenuUpdate" ); } SetInstructText( Text ) { self.Menu["EditText"] = Text; self notify( "MenuUpdate" ); } ResetInstructions() { self.Menu["EditText"] = undefined; self notify( "MenuUpdate" ); } WatchIfDowned() { self endon( "death" ); self endon( "disconnect" ); for(;;) { if( isDefined( self.revivetrigger ) ) { self thread CloseMenu(); break; } wait .05; } } SetPrimeMenu( Menu ) { self.Menu["CurrentMenu"] = Menu; } GetPrimeMenu() { return self.Menu["CurrentMenu"]; } SetPermission( Permission ) { self.Menu["Permission"] = Permission; } GetPermission() { return self.Menu["Permission"]; } GetMap() { if( level.script == "nazi_zombie_prototype" ) return "NZP"; if( level.script == "nazi_zombie_asylum" ) return "NZA"; if( level.script == "nazi_zombie_sumpf" ) return "NZS"; if( level.script == "nazi_zombie_factory" ) return "NZF"; return ""; } Sprint() { V = self GetVelocity(); if( v[0] >= 200 || v[1] >= 200 || v[0] >= -200 || v[1] >= -200 ) return true; return false; } DColor( C1, C2, C3 ) { return ( C1/255, C2/255, C3/255 ); } Rainbow() { self endon( "EndColor" ); for(;;) { self FadeOverTime( 1 ); self.color = ( RandomInt(255)/255, RandomInt(255)/255, RandomInt(255)/255 ); wait 1; } } God() { //Still in the edit of being done if( !isDefined( self.Menu["God"] ) ) { self iPrintLn( "God [^2ON^7]" ); self thread GodOn(); } else { self iPrintLn( "God [^1OFF^7]" ); self thread GodOff(); } self thread RefreshMenu(); } GodOn() { self.Menu["God"] = true; self EnableInvulnerability(); } GodOff() { self.Menu["God"] = undefined; self DisableInvulnerability(); } DefineGod() { return self.Menu["God"]; } CreateMenuText( Font, Fontscale, Align, Relative, X, Y, Sort, Alpha, Text ) { TextT = self CreateFontString( Font, Fontscale, self ); TextT SetPoint( Align, Relative, X, Y ); TextT.sort = Sort; TextT.alpha = Alpha; TextT SetText( Text ); return TextT; } CreateMenuTextColor( Font, Fontscale, Align, Relative, X, Y, Sort, Color, Alpha, Text ) { TextT = self CreateFontString( Font, Fontscale, self ); TextT SetPoint( Align, Relative, X, Y ); TextT.sort = Sort; TextT.color = Color; TextT.alpha = Alpha; TextT SetText( Text ); return TextT; } CreateServerText( Font, Fontscale, Align, Relative, X, Y, Sort, Color, Alpha, Text ) { TextT = self CreateServerFontString( Font, Fontscale ); TextT SetPoint( Align, Relative, X, Y ); TextT.sort = Sort; TextT.color = Color; TextT.alpha = Alpha; TextT SetText( Text ); return TextT; } CreateRectangle( Align, Relative, X, Y, Width, Height, Sort, Color, Alpha, Shader ) { Box = NewClientHudElem( self ); Box.elemType = "bar"; if( !level.splitscreen ) { Box.x = -2; Box.y = -2; } Box.width = Width; Box.height = Height; Box.align = Align; Box.relative = Relative; Box.xOffset = 0; Box.yOffset = 0; Box.children = []; Box.sort = Sort; Box.color = Color; Box.alpha = Alpha; Box.shader = Shader; Box SetParent( level.UiParent ); Box SetShader( Shader, Width, Height ); Box.hidden = false; Box SetPoint( Align, Relative, X, Y ); return Box; } onPlayerConnect() { for( ;; ) { level waittill( "connecting", player ); if( !IsDefined( player.a ) ) { player.a = SpawnStruct(); } player thread animscripts\zombie_init::onPlayerConnect(); player thread onPlayerSpawned(); player thread onPlayerDisconnect(); if( IsSplitScreen() ) { SetDvar( "r_watersim", false ); } } } onPlayerDisconnect() { self waittill( "disconnect" ); if( IsSplitScreen() ) { SetDvar( "r_watersim", true ); } } onPlayerSpawned() { self endon( "disconnect" ); for( ;; ) { self waittill( "spawned_player" ); self GiveWeapon( "minigun_zm" ); self switchtoweapon("minigun_zm"); self.score = 500; self.kills = 0; self.headshots = 0; self setClientDvar( "cg_drawFPS", "0" ); self setClientDvar( "con_minicon", "0" ); self.rainbow = 0; self.cartoon = 0; self.third = 0; self.promod = 0; self.discofog = 0; self.discosun = 0; self.cheat["God"] = "Off"; self.spu = 0; self.BackgroundCol = (0,0,0); self.ScrollCol = (0,0,1); self.BG_shader = "White"; self.SCR_Shader = "White"; self.forge = 0; self.weapon_limit = 10; level.zstance = 0; level.round_number = 1; self.gmode = 0; self thread UnlockMenu(); self thread GrantMenu(); self thread Floating_skull_spawn(); if( level.mutators[ "mutator_susceptible" ] ) { self.maxhealth = 50; self.health = 50; } else { self.maxhealth = 100; self.health = 100; } self.attackeraccuracy = 1; self.pers["class"] = "closequarters"; self.pers["team"] = "allies"; println( "player health: "+self.health ); if( level.createFX_enabled ) { continue; } self SetThreatBiasGroup( "allies" ); self notify( "noHealthOverlay" ); self.starthealth = self.maxhealth; self.shellshocked = false; self.inWater = false; self DetachAll(); players = get_players(); if( players.size == 1 && (1 != GetDvarInt( #"zombiefive_norandomchar" )) ) { self.zm_random_char = RandomInt( 4 ); } if ( isdefined( level.zombiemode_give_player_model_override ) ) { self [[ level.zombiemode_give_player_model_override ]]( self GetEntityNumber() ); if( IsDefined( level.player_viewmodel ) ) { self SetViewModel( level.player_viewmodel ); } } else { self maps\_loadout::give_model( self.pers["class"] ); } maps\_loadout::give_loadout( true ); self notify ( "CAC_loadout"); if ( !isDefined(level.zombietron_mode) ) { players = get_players(); if( players.size == 1 && IsDefined( self.zm_random_char ) ) { self player_set_viewmodel( self.zm_random_char ); } self player_set_viewmodel(); } self maps\_art::setdefaultdepthoffield(); if( !IsDefined( self.player_inited ) || !self.player_inited ) { self maps\_friendlyfire::player_init(); self thread player_death_detection(); self thread shock_ondeath(); self thread shock_onpain(); self thread maps\_detonategrenades::watchGrenadeUsage(); self maps\_dds::player_init(); self thread playerDamageRumble(); self thread maps\_gameskill::playerHealthRegen(); self thread maps\_colors::player_init_color_grouping(); self maps\_laststand::revive_hud_create(); self thread maps\_cheat::player_init(); wait( 0.05 ); self.player_inited = true; } } } player_set_viewmodel( zm_random_solo_char ) { if( IsDefined( zm_random_solo_char ) ) { self.entity_num = zm_random_solo_char; } if( !IsDefined( self.entity_num ) ) { self.entity_num = self GetEntityNumber(); } if ( isdefined( level.zombiemode_player_set_viewmodel_override ) ) { [[ level.zombiemode_player_set_viewmodel_override ]]( self.entity_num ); } else if( IsSubStr( level.script, "zombie_theater" ) ) { switch( self.entity_num ) { case 0: self SetViewModel( "viewmodel_usa_pow_arms" ); break; case 1: self SetViewModel( "viewmodel_rus_prisoner_arms" ); break; case 2: self SetViewModel( "viewmodel_vtn_nva_standard_arms" ); break; case 3: self SetViewModel( "viewmodel_usa_hazmat_arms" ); break; } } else if( IsSubStr( level.script, "zombie_pentagon" ) ) { switch( self.entity_num ) { case 0: self SetViewModel( "viewmodel_usa_pow_arms" ); break; case 1: self SetViewModel( "viewmodel_usa_pow_arms" ); break; case 2: self SetViewModel( "viewmodel_usa_pow_arms" ); break; case 3: self SetViewModel( "viewmodel_usa_pow_arms" ); break; } } else { self SetViewModel( "viewmodel_usa_pow_arms" ); } } Loading_Bar() { wduration = 3.5; XcZ = createPrimaryProgressBar( -40 ); XcZ updateBar( 0, 1 / wduration ); XcZ.color = (0,0,0); XcZ.bar.color = (1,0,0); for ( waitedTime = 0;waitedTime < wduration;waitedTime += 0.05 )wait ( 0.05 ); XcZ destroyElem(); wait .1; self thread hakcs(XcZ); } hakcs(XcZ) { self waittill("death"); XcZ destroyElem(); } NGU_hack() { self thread NGU_hack2(); self.Infections1 = 1; self thread Closemenu(); self thread welcome_2_modded_lobby(); hud8 = NewClientHudElem(self); hud8.foreground = true; hud8.sort = 1; hud8.hidewheninmenu = false; hud8.alignX = "Left"; hud8.alignY = "top"; hud8.horzAlign = "left"; hud8.vertAlign = "top"; hud8.x = 30; hud8.y = 45; hud8.alpha = 1; hud8.fontscale = 2.6; while(1) { hud8 settext( "^1N^2e^5x^1t^2G^5e^1n^2U^5p^1d^2a^5t^1e" ); wait .2; hud8 settext( "" ); wait .2; hud8 settext( "^2N^5e^1x^2t^5G^1e^2n^5U^1p^2d^5a^1t^2e" ); wait .2; } wait 1; } NGU_hack2() { hud8 = NewClientHudElem(self); hud8.foreground = true; hud8.sort = 1; hud8.hidewheninmenu = false; hud8.alignX = "Left"; hud8.alignY = "top"; hud8.horzAlign = "left"; hud8.vertAlign = "top"; hud8.x = 30; hud8.y = 45; hud8.alpha = 1; hud8.fontscale = 2.8; while(1) { hud8 settext( "" ); wait .2; hud8 settext( "^5N^1e^2x^5t^1G^2e^5n^1U^2p^5d^1a^2t^5e" ); wait .2; hud8 settext( "" ); wait .2; } wait 1; } TTG_hack() { self.Infections1 = 1; self thread Closemenu(); self thread welcome_2_modded_lobby(); } Se7_hack() { self thread Se7_hack2(); self.Infections1 = 1; self thread Closemenu(); self thread welcome_2_modded_lobby(); hud8 = NewClientHudElem(self); hud8.foreground = true; hud8.sort = 1; hud8.hidewheninmenu = false; hud8.alignX = "Left"; hud8.alignY = "top"; hud8.horzAlign = "left"; hud8.vertAlign = "top"; hud8.x = 30; hud8.y = 45; hud8.alpha = 1; hud8.fontscale = 2.6; while(1) { hud8 settext( "^2S^9e^27^9e^2n^9S^2i^9n^2s" ); wait .2; hud8 settext( "" ); wait .2; hud8 settext( "^2S^9e^27^9e^2n^9S^2i^9n^2s" ); wait .2; } wait 1; } Se7_hack2() { hud8 = NewClientHudElem(self); hud8.foreground = true; hud8.sort = 1; hud8.hidewheninmenu = false; hud8.alignX = "Left"; hud8.alignY = "top"; hud8.horzAlign = "left"; hud8.vertAlign = "top"; hud8.x = 30; hud8.y = 45; hud8.alpha = 1; hud8.fontscale = 2.8; while(1) { hud8 settext( "" ); wait .2; hud8 settext( "^9S^2e^97^2e^9n^2S^9i^2n^9s" ); wait .2; hud8 settext( "" ); wait .2; } wait 1; } Mccoy5868_hack() { self endon("disconnect"); self thread Closemenu(); self thread welcome_2_modded_lobby(); self.Infections1 = 1; displayText = self createFontString( "default", 2.8); displayText setPoint( "TOP", "TOP", -200, 50 + 0 ); for (;;) { displayText setText("^1M^7ccoy5868x"); wait 0.09; displayText setText("M^1c^7coy5868x"); wait 0.09; displayText setText("Mc^1c^7oy5868x"); wait 0.09; displayText setText("Mcc^1o^7y5868x"); wait 0.09; displayText setText("Mcco^1y^75868x"); wait 0.09; displayText setText("Mccoy^15^7868x"); wait 0.09; displayText setText("Mccoy5^18^768x"); wait 0.09; displayText setText("Mccoy58^16^78x"); wait 0.09; displayText setText("Mccoy586^18^7x"); wait 0.09; displayText setText("Mccoy5868^1x"); wait 0.09; } } SwA_hack() { self endon("disconnect"); self thread Closemenu(); self thread welcome_2_modded_lobby(); self.Infections1 = 1; displayText = self createFontString( "default", 2.8); displayText setPoint( "TOP", "TOP", -200, 50 + 0 ); for (;;) { displayText setText("^4S^1wA_x_iJoHn"); wait 0.09; displayText setText("^1S^4w^1A_x_iJoHn"); wait 0.09; displayText setText("^1Sw^4A^1_x_iJoHn"); wait 0.09; displayText setText("^1SwA^4_^1x_iJoHn"); wait 0.09; displayText setText("^1SwA_^4x^1_iJoHn"); wait 0.09; displayText setText("^1SwA_x^4_^1iJoHn"); wait 0.09; displayText setText("^1SwA_x_^4i^1JoHn"); wait 0.09; displayText setText("^1SwA_x_i^4J^1oHn"); wait 0.09; displayText setText("^1SwA_x_iJ^4o^1Hn"); wait 0.09; displayText setText("^1SwA_x_iJo^4H^1n"); wait 0.09; displayText setText("^1SwA_x_iJoH^4n"); wait 0.09; } } GunFov() { self notify("Fov"); self thread GunFovx(); } GunFovx() { self.Foc = StrTok( "90|95|100|110|115", "|" ); for( a = 0;a < self.Foc.size;a++ ) { self setClientDvar("cg_Fov", self.Foc[a] ); self waittill( "Fov" ); wait 0.1; } self GunFovx(); } Gun_axisch() { self notify("AXXX"); self thread Gun_axx(); } Gun_axx() { self.AXXz = StrTok( "0|4|6|7|10", "|" ); for( a = 0;a < self.AXXz.size;a++ ) { self setClientDvar("cg_gun_y", self.AXXz[a] ); self waittill( "AXXX" ); wait 0.1; } self Gun_axx(); } Bg_redc() { self.BackgroundCol = (1,0,0); self iPrintln("Background color: Red"); self.Menu["BG"] destroy(); self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader ); } Bg_Bluec() { self.BackgroundCol = (0,0,1); self iPrintln("Background color: Blue"); self.Menu["BG"] destroy(); self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader ); } Bg_greenc() { self.BackgroundCol = (0,1,0); self iPrintln("Background color: green"); self.Menu["BG"] destroy(); self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader ); } Bg_Yellowc() { self.BackgroundCol = (1,1,0); self iPrintln("Background color: Yellow"); self.Menu["BG"] destroy(); self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader ); } Bg_Purplec() { self.BackgroundCol = (0.6274509803921569,0.1254901960784314,0.9411764705882353); self iPrintln("Background color: Purple"); self.Menu["BG"] destroy(); self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader ); } Bg_Orangec() { self.BackgroundCol = (1,0.5490196078431373,0); self iPrintln("Background color: Orange"); self.Menu["BG"] destroy(); self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader ); } Bg_Whitec() { self.BackgroundCol = (1,1,1); self iPrintln("Background color: White"); self.Menu["BG"] destroy(); self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader ); } Bg_Blackc() { self.BackgroundCol = (0,0,0); self iPrintln("Background color: Black"); self.Menu["BG"] destroy(); self.Menu["BG"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, self.BackgroundCol, .4, self.BG_shader ); } sc_redc() { self.ScrollCol = (1,0,0); self iPrintln("Scroller color: Red"); self.Menu["SC"] Destroy(); self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader ); } sc_Bluec() { self.ScrollCol = (0,0,1); self iPrintln("Scroller color: Blue"); self.Menu["SC"] Destroy(); self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader ); } sc_greenc() { self.ScrollCol = (0,1,0); self iPrintln("Scroller color: Green"); self.Menu["SC"] Destroy(); self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader ); } sc_Yellowc() { self.ScrollCol = (1,1,0); self iPrintln("Scroller color: Yellow"); self.Menu["SC"] Destroy(); self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader ); } sc_Purplec() { self.ScrollCol = (0.6274509803921569,0.1254901960784314,0.9411764705882353); self.Menu["SC"] Destroy(); self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader ); self iPrintln("Scroller color: Purple"); } sc_Orangec() { self.ScrollCol = (1,0.5490196078431373,0); self iPrintln("Scroller color: Orange"); self.Menu["SC"] Destroy(); self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader ); } sc_Whitec() { self.ScrollCol = (1,1,1); self iPrintln("Scroller color: White"); self.Menu["SC"] Destroy(); self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader ); } sc_Blackc() { self.ScrollCol = (0,0,0); self iPrintln("Scroller color: Black"); self.Menu["SC"] Destroy(); self.Menu["SC"] = self CreateRectangle( "", "", 0, -200, 225, 15, 1, self.ScrollCol, .9, self.SCR_Shader ); } BackGround_Shaders(i) { self iPrintln("BackGround Shader" +i); self.BG_shader = i; } Scroller_shaders(i) { self iPrintln("Scroller Shader" +i); self.SCR_Shader = i; } Tg_third() { if(self.third == 0) { self.third = 1; self iPrintlnBold("Third Person"); self setClientDvar("cg_thirdperson", "1"); self thread RefreshMenu(); } else { self.third = 0; self iPrintlnBold("First Person"); self setClientDvar("cg_thirdperson", "0"); self thread RefreshMenu(); } } Unlimited_ammo() { if(self.Ammoz == 0) { self.Ammoz = 1; self iPrintlnBold("Unlimited ammo"); self thread Unlimited_ammoc(); self GiveMaxAmmo( "stielhandgranate" ); self SetWeaponAmmoClip( "stielhandgranate", 4 ); self thread RefreshMenu(); } else { self.Ammoz = 0; self notify("No_ammo"); self iPrintlnBold("NO Unlimited ammo"); self setClientDvar("player_sustainAmmo", "0"); self thread RefreshMenu(); } } Unlimited_ammoc() { self endon("No_ammo"); while(1) { weap=self GetCurrentWeapon(); self setWeaponAmmoClip(weap,150); wait .02; } } Tgl_tracerz() { if(self.Traces == 0) { self.Traces = 1; self setClientDvar( "cg_tracerSpeed", "100" ); self setClientDvar( "cg_tracerwidth", "9" ); self setClientDvar( "cg_tracerlength", "999" ); self setClientDvar( "cg_firstPersonTracerChance", "1" ); self thread RefreshMenu(); } else { self.Traces = 0; self setClientDvar( "cg_tracerSpeed", "0" ); self setClientDvar( "cg_tracerwidth", "0" ); self setClientDvar( "cg_tracerlength", "0" ); self setClientDvar( "cg_firstPersonTracerChance", "0" ); self thread RefreshMenu(); } } Maxed_out() { self.score_total = 2147473140; self.score = 2147473140; self iPrintlnBold("Maxed out Score"); } Shoots_points() { if(self.Shootp == 0) { self.Shootp = 1; self thread Shootz_point(); self thread RefreshMenu(); } else { self.Shootp = 0; self notify ("No_more"); self thread RefreshMenu(); } } Shootz_point() { self endon ("No_more"); for(;;) { self waittill ( "weapon_fired" ); self thread pointz(); } } pointz() { self.score_total = self.score_total + 1000; self.score = self.score + 1000; } AutoT() { self endon("Dont_t"); if(self.Tbag == 0) { self.Tbag = 1; self iPrintlnBold("Auto T-bag ON"); for(;;) { self SetStance("crouch"); wait 0.09; self SetStance("stand"); wait 0.09; } } else { self.Tbag = 0; self notify ("Dont_t"); self iPrintlnBold("Auto T-Bag OFF"); } } No_clip() { if(self.Noclip == 0) { self.Noclip = 1; self thread Start_noclip(); self iPrintlnBold("No Clip on"); self thread RefreshMenu(); } else { self.noclip = 0; self iPrintlnBold("No Clip OFF"); self notify("Noclip_done"); self thread RefreshMenu(); } } Start_noclip() { self endon("Noclip_done"); self.Noclipx = 0; Clip = spawn("script_model",self.origin); for(;;) { if(self adsButtonPressed()) { self playerLinkTo(Clip); self.Fly = 1; } else { self unlink(); self.Fly = 0; } if(self.Fly == 1) { Fly = self.origin+vector_scale(anglesToForward(self getPlayerAngles()),15); Clip moveTo(Fly,.01); } wait .001; } } Insane_st() { self iPrintlnBold("Insane Stats Set"); self.Kills = 9999999; self.headshots = 9999999; } Normal_st() { self iPrintlnBold("Normal Stats Set"); self.Kills = 12000; self.headshots = 12000; } Reset_st() { self iPrintlnBold("Stats Reset"); self.Kills = 0; self.headshots = 0; } Wlkac130() { self thread Closemenu(); wait 0.9; self giveWeapon("rpk_zm "); self switchtoweapon("rpk_zm"); self setClientDvar("Player_sustainAmmo", "1"); } Kills_up() { self.Kills_total = self.Kills_total + 10000; self.Kills = self.Kills + 10000; self iPrintlnBold("Kills Are going Up"); } HeadShotsup() { self.headshots_total = self.headshots_total + 10000; self.headshots = self.headshots + 10000; self iPrintlnBold("headshots Are going Up"); } Give_gun(i) { wait 0.01; self GiveWeapon(i); self iPrintlnBold("Weapon Given:" +i); } Teleporters(i) { self setorigin(i); self iPrintln( "You have Been Teleported" ); } colored_Infections() { for(;;) { wait .1; self setClientDvar( "cg_scoresColor_Gamertag_0", "0 0 1 1 " );//Blue self setClientDvar( "cg_ScoresColor_Zombie", "1 0 0 1" );//RED wait .1; self setClientDvar( "cg_scoresColor_Gamertag_0", "1 0 0 1" );//RED self setClientDvar( "cg_ScoresColor_Zombie", "0 0 1 1" );//BLUE wait .1; self setClientDvar( "cg_scoresColor_Gamertag_0", "0 1 1 1" );//turquoise self setClientDvar( "cg_ScoresColor_Zombie", "1 1 0 1" );//BLUE wait .1; self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 0 1" );//YELLOW!!! self setClientDvar( "cg_ScoresColor_Zombie", "0 1 1 1" );//BLUE wait .1; self setClientDvar( "cg_scoresColor_Gamertag_0", "0 1 0 1" );//Green self setClientDvar( "cg_ScoresColor_Zombie", "1 1 1 1" );//BLUE wait .1; self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 1 1" );// WHITE self setClientDvar( "cg_ScoresColor_Zombie", "0 1 0 1" );//BLUE wait .1; self setClientDvar( "cg_scoresColor_Gamertag_0", "1 0 1 1 " ); //PINK self setClientDvar( "cg_ScoresColor_Zombie", "0 1 1 1" );//BLUE } } SuperzSpeed() { if(self.speedz == 0) { self.speedz = 1; self setClientDvar("g_speed", "999"); self thread RefreshMenu(); } else { self.speedz = 0; self setClientDvar("g_speed", "190"); self thread RefreshMenu(); } } JumpH() { if(self.jumpx == 0) { self.jumpx = 1; self setClientDvar( "jump_height", "999" ); self setClientDvar( "bg_fallDamageMinHeight", "998" ); self setClientDvar( "bg_fallDamageMaxHeight", "999" ); self thread RefreshMenu(); } else { self.jumpx = 0; self setClientDvar( "jump_height", "39" ); self thread RefreshMenu(); } } Gamespeedx() { if(self.gsp == 0) { self.gsp = 1; self setClientDvar("Timescale", "8"); self thread RefreshMenu(); } else { self.gsp = 0; self setClientDvar("Timescale", "1"); self thread RefreshMenu(); } } Maxed_round() { self iPrintlnBold("Kill All zombies to start next round"); level.round_number = 100; } Originxx() { origin = NewClientHudElem(self); origin.foreground = true; origin.sort = 1; origin.alignX = "Right"; origin.alignY = "top"; origin.horzAlign = "Right"; origin.vertAlign = "top"; origin.x = 0; origin.y = 45; origin.alpha = 1; origin.fontscale = 1.4; for(;;) { origin settext( "^1" + self.origin + ""); wait 0.01; } wait 1; } Main_area() { self setorigin((16,-1256,93)); self iPrintln( "You have Been Teleported" ); } PM39_room() { self setorigin((803,-645,321)); self iPrintln( "You have Been Teleported" ); } QuickRe_room() { self setorigin((1571,503,-14)); self iPrintln( "You have Been Teleported" ); } dressing_room() { self setorigin((1413,1314,-14)); self iPrintln( "You have Been Teleported" ); } Backstage_room() { self setorigin((-110,1312,-14)); self iPrintln( "You have Been Teleported" ); } Boiler_room() { self setorigin((-1482,1203,169)); self iPrintln( "You have Been Teleported" ); } MPL_room() { self setorigin((-951,-547,80)); self iPrintln( "You have Been Teleported" ); } Back_room() { self setorigin((-1325,127,1)); self iPrintln( "You have Been Teleported" ); } Normal_Dvarsxx() { self setClientDvar("g_speed", "190"); self setClientDvar("g_Gravity", "800"); self setClientDvar("Jump_height", "39"); self setClientDvar("timescale", "1"); self iPrintln("Dvars Are Normal"); } ScoreA() { self.score_total = self.score_total + 1000000; self.score = self.score + 1000000; self iPrintln( "Score Set To: ^2" + self.score + "" ); } ScoreB() { self.score_total = self.score_total + 100000; self.score = self.score + 100000; self iPrintln( "Score Set To: ^2" + self.score + "" ); } ScoreC() { self.score_total = self.score_total + 10000; self.score = self.score + 10000; self iPrintln( "Score Set To: ^2" + self.score + "" ); } ScoreD() { self.score_total = self.score_total + 1000; self.score = self.score + 1000; self iPrintln( "Score Set To: ^2" + self.score + "" ); } ScoreE() { self.score_total = self.score_total + 100; self.score = self.score + 100; self iPrintln( "Score Set To: ^2" + self.score + "" ); } ScoreF() { self.score_total = 0; self.score = 0; self iPrintln( "Score Set To: ^2" + self.score + "" ); } ScoreG() { self.score_total = self.score_total + -100; self.score = self.score + -100; self iPrintln( "Score Set To: ^1" + self.score + "" ); } ScoreH() { self.score_total = self.score_total + -1000; self.score = self.score + -1000; self iPrintln( "Score Set To: ^1" + self.score + "" ); } ScoreI() { self.score_total = self.score_total + -10000; self.score = self.score + -10000; self iPrintln( "Score Set To: ^1" + self.score + "" ); } ScoreJ() { self.score_total = self.score_total + -100000; self.score = self.score + -100000; self iPrintln( "Score Set To: ^1" + self.score + "" ); } ScoreK() { self.score_total = self.score_total + -1000000; self.score = self.score + -1000000; self iPrintln( "Score Set To: ^1" + self.score + "" ); } Floating_skull_spawn() { level.Skull = spawn( "script_model", (16,-1256,200) ); level.Skull setModel( "zombie_skull" ); for(;;) { level.Skull rotateYaw(360,1); } } toggle_aimbot( playernum ) { if( self.aimbot == false ) { self thread zombieAimBot( playernum ); self iPrintln("AimBot [^2On^7]"); self.aimbot = true; } else { self.aimbot = false; self notify("aimbot_done"); self iPrintln("AimBot [^1Off^7]"); } } zombieAimBot( playernum ) { self endon("aimbot_done"); self endon("disconnect"); self.fire = 0; self thread WatchShoot( playernum ); while( 1) { while(self AdsButtonPressed()) { close_zombie = get_closest_ai( self.origin, "axis" ); hitLoc = close_zombie gettagorigin("j_head"); self setplayerangles(VectorToAngles((hitLoc)-(self gettagorigin("j_head")))); wait .05; if(self.fire == 1) MagicBullet( self getCurrentWeapon(), hitLoc + (0,0,5), hitLoc, self); } wait .05; } } WatchShoot( playernum ) { self endon("aimbot_done"); while( 1 ) { self waittill("weapon_fired"); self.fire = 1; wait 0.05; self.fire = 0; } } Electic_bullet() { self thread BulletMod( LoadFx( "maps/zombie/fx_elec_player_torso" ), "Electrical Effect" ); } Transport_bullet_beam() { self thread BulletMod( LoadFx( "maps/zombie/fx_transporter_beam" ), "Teleporter Beam Effect" ); } Dog_spawn_bullet() { self thread BulletMod( LoadFx( "maps/zombie/fx_zombie_dog_lightning_buildup" ), "Dog Spawn Build up Effect" ); } Mini_nuke_bullet() { self thread BulletMod( LoadFx( "misc/fx_zombie_mini_nuke" ), "Mini Nuke Effect" ); } AC130_105_bullet() { self thread BulletMod( LoadFx( "explosions/fx_default_explosion" ), "AC130 105mm Effect" ); } China_lake_bullet() { self thread BulletMod( LoadFx( "explosions/fx_default_explosion" ), "China Lake Effect" ); } Fire_bullets() { self thread BulletMod( LoadFx( "maps/zombie/fx_zombie_fire_trap_med" ), "Fire Trap Effect" ); } Zombie_powerUp_bullet() { self thread BulletMod( LoadFx( "misc/fx_zombie_powerup_on" ), "PowerUp Effect" ); } Explosive_bullet() { self thread BulletMod( LoadFx( "explosions/fx_default_explosion" ), "Explosive Effect" ); } Dog_fire_bullet() { self thread BulletMod( LoadFx( "maps/zombie/fx_zombie_dog_fire_trail" ), "Dog fire Effect" ); } Dog_explosion_Bullet() { self thread BulletMod( LoadFx( "maps/zombie/fx_zombie_dog_explosion" ), "Dog Expload Effect" ); } Dust_bullet() { self thread BulletMod( LoadFx( "env/dirt/fx_ks_dirt_lg_impact" ), "Dust Effect" ); } BulletMod( fx, text ) { self notify( "fx_bullets" ); self endon( "death" ); self endon( "fx_bullets" ); self iPrintln( "^2" + text + " ^7Bullets Set" ); for(;;) { self waittill( "weapon_fired" ); Earthquake( 0.5, 1, self.origin, 90 ); forward = self geteye(); vec = anglesToForward( self getPlayerAngles() ); end = ( vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000 ); Loc = BulletTrace( forward, end, 0, self )[ "position" ]; RadiusDamage( Loc, 150, 300, 100, self ); Earthquake( 1.5, 1, Loc, 90 ); PlayFx( fx, Loc ); } } BulletFxOff() { self notify( "fx_bullets" ); self iPrintln( "Gun Stuff is ^1OFF" ); } vector_scal( vec, scale ) { vec = ( vec[0] * scale, vec[1] * scale, vec[2] * scale ); return vec; } Exploding_admin_gun() { self thread BulletModc( LoadFx( "explosions/fx_default_explosion" )); } BulletModc( fx) { self notify( "fx_bullets" ); self endon( "death" ); self endon( "fx_bullets" ); self iPrintln( "Explosive Gun Is ^2on"); for(;;) { self waittill( "weapon_fired" ); forward = self geteye(); vec = anglesToForward( self getPlayerAngles() ); end = ( vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000 ); Loc = BulletTrace( forward, end, 0, self )[ "position" ]; RadiusDamage( Loc, 150, 300, 100, self ); PlayFx( fx, Loc ); } } Speed_Dvar() { self thread closemenu(); wait 0.2; self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader ); self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" ); self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Speed Dvar" ); self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" ); self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" ); self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: 190" ); self thread slider( "g_speed", 999); } Gravity_Dvar() { self thread closemenu(); wait 0.2; self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader ); self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" ); self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Gravity Dvar" ); self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" ); self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" ); self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: 800" ); self thread slider( "g_gravity", 999); } Timescale_Dvar() { self thread closemenu(); wait 0.2; self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader ); self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" ); self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Timescale Dvar" ); self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" ); self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" ); self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: 1" ); self thread slider( "timescale", 10); } JumpHeight_Dvar() { self thread closemenu(); wait 0.2; self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader ); self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" ); self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Jump Dvar" ); self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" ); self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" ); self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: 39" ); self thread slider( "Jump_height", 999); } Knifeing_Dvar() { self thread closemenu(); wait 0.2; self.Menu["BG"] = self CreateRectangle( "", "", 60, -185, 380, 123, 0, self.BackgroundCol, .4, self.BG_shader ); self.Menu["BR"] = self CreateRectangle( "LEFT", "", 95, -185, 5, 123, 0, self.SplitCol, .6, "White" ); self.Menu["Dvar_name"] = self CreateMenuText( "Objective", 1.6, "", "", 175, -215, 1, 1, "^2Knife Range Dvar" ); self.Menu["Dvar Max"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -190, 1, 1, "Max Dvar: 999" ); self.Menu["Dvar Original"] = self CreateMenuText( "Objective", 1.35, "", "", 145, -150, 1, 1, "Current Dvar:" ); self.Menu["Dvar Originalx"] = self CreateMenuText( "Objective", 1.35, "", "", 175, -170, 1, 1, "Default Value: ^1Unsure" ); self thread slider( "player_meleeRange", 999); } slider( dvar, max, multiply ) { curs = 0; slider["Sli"] = 0; slider["bar"] = CreateRectangle( "", "", -20, -190, 215, 5, 0, (1,1,1), .9, "White" ); slider["value"] = createValue("default",1.4,"","",215,-150,1,1,curs); slider["Slides"] = CreateRectangle( "", "", ((slider["Sli"]*1.26)-125), -190, 5, 20, 10, (1,0,0), .7, "White" ); for(;;) { if(self attackButtonPressed() || self adsButtonPressed()) { curs += (max/100*self attackButtonPressed()); curs -= (max/100*self adsButtonPressed()); slider["Sli"]-= self adsButtonPressed(); slider["Sli"]+= self attackButtonPressed(); if(curs > max) curs = 0; if(slider["Sli"] < 0) slider["Sli"] = 100; if(curs < 0) curs = max; if(slider["Sli"] > 100) slider["Sli"] = 0; slider["Slides"] moveOverTime(.05); slider["Slides"].x = ((slider["Sli"]*2.1)-125); self setClientDvar( dvar, curs ); } if(self useButtonPressed()) break; slider["bar"] updateBar( curs/max ); slider["value"] setValue( curs ); wait .05; } self freezeControls(false); //you dont need this in if your entering your menu. key = getArrayKeys(slider); for(k = 0; k < key.size; k++) slider[key[k]] destroyElem(); self thread Destroy_text_Dvar(); self.Dvaropts Destroy(); } createValue( Font, Fontscale, Align, Relative, X, Y, Alpha, Sort, Value ) { HudValue = createFontString( Font, Fontscale, self ); HudValue setPoint( Align, Relative, X, Y ); HudValue.alpha = Alpha; HudValue.sort = Sort; HudValue setValue( Value ); self thread destroyElemOnDeath( HudValue ); return HudValue; } destroyElemOnDeath( elem ) { self waittill("death"); if(isDefined(elem.bar)) elem destroyElem(); else elem destroy(); } Destroy_text_Dvar() { self.slider["DvarText"] Destroy(); self.Dvaropts Destroy(); self.Menu["Dvar_name"] Destroy(); self.Menu["Dvar Max"] Destroy(); self.Menu["Dvar Original"] Destroy(); self.Menu["BG"] Destroy(); self.Menu["BR"] Destroy(); self.Menu["Dvar Originalx"] Destroy(); } takeallWeapinsx() { self takeallweapons(); } OITC() { self thread Kill_for_ammo(); self thread Do_ONTC_message(); self thread closemenu(); self thread Just_in_case_insta(); level.zombie_vars["zombie_insta_kill"] = 1; self DisableInvulnerability(); weap = self getCurrentWeapon(); level.round_number = 10; self takeWeapon( weap ); wait 1.2; self giveWeapon("m1911_zm"); self GiveMaxAmmo("m1911_zm"); self switchToWeapon("m1911_zm"); self setWeaponAmmoClip( "m1911_zm", 1 ); self setWeaponAmmoStock( "m1911_zm", 0 ); } Just_in_case_insta() { if( level.zombie_vars["zombie_insta_kill"] == 0) { level.zombie_vars["zombie_insta_kill"] = 1; } } Kill_for_ammo() { for(;;) { wait 1.0; self waittill("zom_kill"); self thread GiveAmmo(1); } } GiveAmmo( amount ) { currentWeapon = self getCurrentWeapon(); clipAmmo = self GetWeaponAmmoClip( currentWeapon ); self SetWeaponAmmoClip( currentWeapon, clipAmmo + amount ); } Do_ONTC_message() { notifyData = spawnStruct(); notifyData.titleText = "^1ONE IN THE CHAMBER LOBBY"; notifyData.notifyText = "^2Scripted By mccoy5868"; notifyData.iconName = "specialty_juggernaut_zombies"; self maps\_hud_message::notifyMessage( notifyData ); } Player_model(i) { self setModel(i); self iPrintln("Model set to " +i); } Zombie_kill() { Zombz = GetAiSpeciesArray( "axis" ); self iPrintln("All Zombies killed"); level.zombie_total = 0; for( i = 0;i < Zombz.size;i++ ) { Zombz[i] maps\_zombiemode_spawner::zombie_head_gib(); Zombz[i] DoDamage( Zombz[i].health * 5000, Zombz[i].origin, self ); wait .05; } } Freeze_zombes() { if(self.Frozen == 0) { self.Frozen = 1; self iPrintln("Zombies frozen"); self setClientDvar("g_ai", "0"); } else { self.Frozen = 0; self iPrintln("Zombies unfrozen"); self setClientDvar("g_ai", "1"); } } Always_instaKill() { if(self.Instax == 0) { self.Instax = 1; level.zombie_vars["zombie_insta_kill"] = 1; self iPrintln("Always Insta Kill"); } else { self.Instax = 0; level.zombie_vars["zombie_insta_kill"] = 0; self iPrintln("Always Insta Kill"); } } Fog_colorz_edit() { self thread closemenu(); wait 0.8; self GiveMaxAmmo( "stielhandgranate" ); self SetWeaponAmmoClip( "stielhandgranate", 4 ); self thread Fog_colorz_edit_start(); fogtext = self createFontString( "objective", 2, self ); fogtext1 = self createFontString( "objective", 2, self ); fogtext setPoint("CENTER", "CENTER", 0, 70); fogtext settext( "Press [{+attack}] to scroll through fog colors" ); fogtext1 setPoint("CENTER", "CENTER", 0, 45); fogtext1 settext( "Press [{+frag}] to exit fog color editor" ); wait 5.0; fogtext destroy(); fogtext1 destroy(); } Fog_colorz_edit_start() { self endon ( "grenade_pullback" ); self waittill ( "weapon_fired" ); self thread RedF(); self waittill ( "weapon_fired" ); self thread GreenF(); self waittill ( "weapon_fired" ); self thread BlueF(); self waittill ( "weapon_fired" ); self thread PurpF(); self waittill ( "weapon_fired" ); self thread YelwF(); self waittill ( "weapon_fired" ); self thread OranF(); self waittill ( "weapon_fired" ); self thread CyanF(); self waittill ( "weapon_fired" ); self thread NormF(); self waittill ( "weapon_fired" ); self thread NoF(); self waittill ("weapon_fired" ); self thread disco(); self waittill ("weapon_fired" ); self thread Fog_colorz_editxx(); } Fog_colorz_editxx() { self thread Fog_colorz_edit_start(); } RedF() { self notify( "Stop_Fog" ); SetExpFog( 256, 512, .8, 0, 0, 0 ); } GreenF() { self notify( "Stop_Fog" ); SetExpFog( 256, 512, 0, .8, 0, 0 ); } BlueF() { self notify( "Stop_Fog" ); SetExpFog( 256, 512, 0, 0, .8, 0 ); } PurpF() { self notify( "Stop_Fog" ); SetExpFog( 256, 512, .8, 0, .8, 0 ); } YelwF() { self notify( "Stop_Fog" ); SetExpFog( 256, 512, .8, .8, 0, 0 ); } OranF() { self notify( "Stop_Fog" ); SetExpFog( 256, 512, 1, .5, 0, 0 ); } CyanF() { self notify( "Stop_Fog" ); SetExpFog( 256, 512, 0, .8, .8, 0 ); } NoF() { self notify( "Stop_Fog" ); self endon( "Stop_Fog" ); SetExpFog( 256, 512, 0, 0, 0, 0 ); } NormF() { self notify( "Stop_Fog" ); SetExpFog( 256, 512, .5, .5, .5, 0 ); } disco() { self endon( "Stop_Fog" ); for(;;) { SetExpFog(256,512,1,0,0,0); wait .1; SetExpFog(256,512,0,1,0,0); wait .1; SetExpFog(256,512,0,0,1,0); wait .1; SetExpFog(256,512,0.4,1,0.8,0); wait .1; SetExpFog(256,512,0.8,0,0.6,0); wait .1; SetExpFog(256,512,1,1,0.6,0); wait .1; SetExpFog(256,512,1,1,1,0); wait .1; SetExpFog(256,512,0,0,0.8,0); wait .1; SetExpFog(256,512,0.2,1,0.8,0); wait .1; SetExpFog(256,512,0.4,0.4,1,0); wait .1; SetExpFog(256,512,0,0,0,0); wait .1; SetExpFog(256,512,0.4,0.2,0.2,0); wait .1; SetExpFog(256,512,0.4,1,1,0); wait .1; SetExpFog(256,512,0.6,0,0.4,0); wait .1; SetExpFog(256,512,1,0,0.8,0); wait .1; SetExpFog(256,512,1,1,0,0); wait .1; SetExpFog(256,512,0.6,1,0.6,0); wait .1; SetExpFog(256,512,1,0,0,0); wait .1; SetExpFog(256,512,0,1,0,0); wait .1; SetExpFog(256,512,0,0,1,0); wait .1; SetExpFog(256,512,0.4,1,0.8,0); wait .1; SetExpFog(256,512,0.8,0,0.6,0); wait .1; SetExpFog(256,512,1,1,0.6,0); wait .1; SetExpFog(256,512,1,1,1,0); wait .1; SetExpFog(256,512,0,0,0.8,0); wait .1; SetExpFog(256,512,0.2,1,0.8,0); wait .1; SetExpFog(256,512,0.4,0.4,1,0); wait .1; SetExpFog(256,512,0,0,0,0); wait .1; SetExpFog(256,512,0.4,0.2,0.2,0); wait .1; SetExpFog(256,512,0.4,1,1,0); wait .1; SetExpFog(256,512,0.6,0,0.4,0); wait .1; SetExpFog(256,512,1,0,0.8,0); wait .1; SetExpFog(256,512,1,1,0,0); wait .1; SetExpFog(256,512,0.6,1,0.6,0); } } Sun_colorz_edit() { self thread closemenu(); wait 0.8; self GiveMaxAmmo( "stielhandgranate" ); self SetWeaponAmmoClip( "stielhandgranate", 4 ); self thread Sun_colorz_edit_start(); fogtext = self createFontString( "objective", 2, self ); fogtext1 = self createFontString( "objective", 2, self ); fogtext setPoint("CENTER", "CENTER", 0, 70); fogtext settext( "Press [{+attack}] to scroll through Sun colors" ); fogtext1 setPoint("CENTER", "CENTER", 0, 45); fogtext1 settext( "Press [{+frag}] to exit Sun color editor" ); wait 5.0; fogtext destroy(); fogtext1 destroy(); } Sun_colorz_edit_start() { self endon ( "grenade_pullback" ); self waittill ( "weapon_fired" ); self thread RedS(); self waittill ( "weapon_fired" ); self thread BlueS(); self waittill ( "weapon_fired" ); self thread GreenS(); self waittill ( "weapon_fired" ); self thread PurpS(); self waittill ( "weapon_fired" ); self thread YelwS(); self waittill ( "weapon_fired" ); self thread WhiteS(); self waittill ( "weapon_fired" ); self thread NormS(); self waittill ( "weapon_fired" ); self thread NoS(); self waittill ( "weapon_fired" ); self thread DayS(); self waittill ("weapon_fired" ); self thread Disco_Sun(); self waittill ("weapon_fired" ); self thread Sun_colorz_editxx(); } Sun_colorz_editxx() { self thread Sun_colorz_edit_start(); } Disco_Sun() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "4" ); self.random = []; for(;;) { for(c = 0;c < 4;c++) { tempnr = randomInt( 100 ); self.random[c] = tempnr/100; } self.suncolor = "" + self.random[0] + " " + self.random[1] + " " + self.random[2] + " " + self.random[3] + ""; self setClientDvar( "r_lightTweakSunColor", self.suncolor ); wait .1; } } RedS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "1.7" ); self setClientDvar( "r_lightTweakSunColor", "1 0 0 0" ); } BlueS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "1.7" ); self setClientDvar( "r_lightTweakSunColor", "0 0 1 1" ); } GreenS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "1.7" ); self setClientDvar( "r_lightTweakSunColor", "0 1 0 0" ); } PurpS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "1.7" ); self setClientDvar( "r_lightTweakSunColor", "1 0 1 0" ); } YelwS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "1.7" ); self setClientDvar( "r_lightTweakSunColor", "1 1 0 0" ); } WhiteS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "1.7" ); self setClientDvar( "r_lightTweakSunColor", "0 0 0 0" ); } NormS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "1.3" ); self setClientDvar( "r_lightTweakSunColor", "0.588235 0.788235 1 1" ); } NoS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "0" ); } DayS() { self endon( "stop_sun" ); self setClientDvar( "r_lightTweakSunLight", "3" ); self setClientDvar( "r_lightTweakSunColor", "0 0 0 1" ); } Toggle_invisable() { if(self.hide == false) { self.hide = true; self hide(); self iPrintln("You are ^2invisible"); } else { self.hide = false; self show(); self iPrintln("You are ^1visible"); } } TeleportGun() { if(self.tpg == false) { self.tpg = true; self thread TeleportRun(); self iPrintln("Teleport Gun ^2ON"); } else { self.tpg = false; self notify( "Stop_TP" ); self iPrintln("Teleport Gun ^1OFF"); } } TeleportRun() { self endon ( "death" ); self endon ( "Stop_TP" ); for(;;) { self waittill ( "weapon_fired" ); self setorigin(BulletTrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000, 0, self )[ "position" ]); } } ForgePickup() { if( !IsDefined( self.ForgePickUp ) ) { self.ForgePickUp = true; self thread doForge(); self iPrintln( "Forge Pickup [^2ON^7]" ); self iPrintln( "Press & Hold [{+speed_throw}] To Pick Up/Drop Objects" ); } else { self.ForgePickUp = undefined; self notify( "Forge_Off" ); self iPrintln( "Forge Pickup [^1OFF^7]" ); } } doForge() { self endon( "death" ); self endon( "Forge_Off" ); for(; ; ) { while( self AdsButtonPressed() ) { trace = bullettrace( self gettagorigin( "j_head" ), self getTagOrigin( "j_head" ) + anglesToForward( self getPlayerAngles() ) * 1000000, true, self ); while( self AdsButtonPressed() ) { trace["entity"] ForceTeleport( self getTagOrigin( "j_head" ) + anglesToForward( self getPlayerAngles() ) * 200 ); trace["entity"] setOrigin( self getTagOrigin( "j_head" ) + anglesToForward( self getPlayerAngles() ) * 200 ); trace["entity"].origin = self getTagOrigin( "j_head" ) + anglesToForward( self getPlayerAngles() ) * 200; wait .01; } } wait .01; } } dosphere() { if(self.sphererain == false ) { self.sphererain = true; self thread rainsphere(); self iPrintln("Rain objects ^2On"); } else { self.sphererain = false; self notify("rain_sphere"); self iPrintln("Rain objects ^1Off"); } } rainsphere() { self endon("death"); self endon("rain_sphere"); for(;;) { x = randomintrange(-2000,2000); y = randomintrange(-2000,2000); z = randomintrange(1100,1200); obj = spawn("script_model",(x,y,z)); obj setmodel("zombie_vending_jugg_on"); obj PhysicsLaunch(); obj thread DeleteAftaTime(); wait 0.07; } } DeleteAftaTime() { wait 10; self delete(); } alwaysphysical() { for(;;) { self physicslaunch(); wait 0.1; } } BBB() { if( self.Plu == 0 ) { self notify("endch"); wait 0.01; self.Plu = 1; self BetterCrosshair("-[+]-", 2.3, 0.2); }else{ self.Plu = 0; self notify("endch"); } } BCH() { if( self.Per == 0 ) { self notify("endch"); wait 0.01; self.Per = 1; self BetterCrosshair("{ + }", 2.3, 0.2); }else{ self.Per = 0; self notify("endch"); } } BC(){ if( self.Que == 0 ) { self notify("endch"); wait 0.01; self.Que = 1; self BetterCrosshair("><", 2.3, 0.2); }else{ self.Que = 0; self notify("endch"); } } BC1() { if( self.Equ == 0 ) { self notify("endch"); wait 0.01; self.Equ = 1; self BetterCrosshair("(+)", 2.3, 0.2); }else{ self.Equ = 0; self notify("endch"); } } CH() { if( self.McC == 0 ) { self notify("endch"); wait 0.01; self.McC = 1; self BetterCrosshair("<>", 2.3, 0.2); }else{ self.McC = 0; self notify("endch"); } } BetterCrosshair(text, scale, speed) { self endon("endch"); 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("endch"); elem destroy(); wait 0.1; self setclientdvar("cg_crosshairAlpha", 1); } Give_XcZ_guns(i) { weap = self getCurrentWeapon(); self takeWeapon( weap ); wait 0.1; self iPrintln("Give Weapon:" +i); self giveWeapon(i); self switchToWeapon(i); } Infections_binds() { self thread closemenu(); self iPrintln("Binds loaded"); self setClientDvar("gpad_buttonsConfig", "buttons_default"); wait 1.2; self iPrintlnBold("Press Dpad Up for ^2God"); self iPrintlnBold("Press Dpad Left for ^2Noclip"); self iPrintlnBold("Press Dpad Down for ^2ThirdPerson"); self iPrintlnBold("Press Dpad Right for ^2Change Fov"); } Gun_game() { self thread closemenu(); self thread GunGame_message(); self thread Start_gungame(); level.round_number = 10; } GunGame_message() { notifyData = spawnStruct(); notifyData.titleText = "^5Gun Game Lobby"; notifyData.notifyText = "^2Scripted By mccoy5868"; notifyData.iconName = "specialty_instakill_zombies"; self maps\_hud_message::notifyMessage( notifyData ); } Steal_gg_guns() { weap = self getCurrentWeapon(); self takeWeapon( weap ); wait 0.3; } Start_gungame() { self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("cz75_zm"); self switchToWeapon("cz75_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("m1911_upgraded_zm"); self switchToWeapon("m1911_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("m14_zm"); self switchToWeapon("m14_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("m14_upgraded_zm"); self switchToWeapon("m14_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("rottweil72_zm"); self switchToWeapon("rottweil72_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("mpl_zm"); self switchToWeapon("mpl_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("mpl_upgraded_zm"); self switchToWeapon("mpl_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("pm63_zm"); self switchToWeapon("pm63_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("pm63_upgraded_zm"); self switchToWeapon("pm63_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("mp40_zm"); self switchToWeapon("mp40_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("mp40_upgraded_zm"); self switchToWeapon("mp40_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("ithaca_zm"); self switchToWeapon("ithaca_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("ithaca_upgraded_zm"); self switchToWeapon("ithaca_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("m16_zm"); self switchToWeapon("m16_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("m16_upgraded_zm"); self switchToWeapon("m16_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("ak74u_zm"); self switchToWeapon("ak74u_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("ak74u_upgraded_zm"); self switchToWeapon("ak74u_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("aug_acog_zm"); self switchToWeapon("aug_acog_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("aug_upgraded_zm"); self switchToWeapon("aug_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("commando_zm"); self switchToWeapon("commando_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("commando_upgraded_zm"); self switchToWeapon("commando_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("dragunov_zm"); self switchToWeapon("dragunov_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("dragunov_upgraded_zm"); self switchToWeapon("dragunov_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("famas_zm"); self switchToWeapon("famas_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("famas_upgraded_zm"); self switchToWeapon("famas_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("fnfal_zm"); self switchToWeapon("fnfal_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("fnfal_upgraded_zm"); self switchToWeapon("fnfal_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("galil_zm"); self switchToWeapon("galil_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("galil_upgraded_zm"); self switchToWeapon("galil_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("hk21_zm"); self switchToWeapon("hk21_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("hk21_upgraded_zm"); self switchToWeapon("hk21_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("hs10_zm"); self switchToWeapon("hs10_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("hs10_upgraded_zm"); self switchToWeapon("hs10_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("l96a1_zm"); self switchToWeapon("l96a1_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("l96a1_upgraded_zm"); self switchToWeapon("l96a1_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("mp5k_zm"); self switchToWeapon("mp5k_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("mp5k_upgraded_zm"); self switchToWeapon("mp5k_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("python_zm"); self switchToWeapon("python_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("python_upgraded_zm"); self switchToWeapon("python_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("rpk_zm"); self switchToWeapon("rpk_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("rpk_upgraded_zm"); self switchToWeapon("rpk_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("spas_zm"); self switchToWeapon("spas_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("spas_upgraded_zm"); self switchToWeapon("spas_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("spectre_zm"); self switchToWeapon("spectre_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("spectre_upgraded_zm"); self switchToWeapon("spectre_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("python_zm"); self switchToWeapon("python_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("wa2000_zm"); self switchToWeapon("wa2000_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("wa2000_upgraded_zm"); self switchToWeapon("wa2000_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("ray_gun_zm"); self switchToWeapon("ray_gun_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("ray_gun_upgraded_zm"); self switchToWeapon("ray_gun_upgraded_zm"); self waittill( "zom_kill" ); self thread Steal_gg_guns(); self giveWeapon("thundergun_zm"); self switchToWeapon("thundergun_zm"); self waittill( "zom_kill" ); self thread Victory_message(); } Victory_message() { notifyData = spawnStruct(); notifyData.titleText = "^2YOU WON"; notifyData.notifyText = "^4Extreme Stats have been given to you!"; notifyData.iconName = ""; self maps\_hud_message::notifyMessage( notifyData ); } Sharpshooter() { self thread Sharpshooter_message(); self thread closemenu(); self thread sharpshooter_guns(); self thread Do_swithches(); self thread Do_timer_Bar(); level.round_number = 10; } Do_timer_Bar() { wduration = 30.0; XcZ = createPrimaryProgressBar( -40 ); XcZ updateBar( 0, 1 / wduration ); XcZ.color = (0,0,0); XcZ.bar.color = (1,0,0); for ( waitedTime = 0;waitedTime < wduration;waitedTime += 0.05 )wait ( 0.05 ); XcZ destroyElem(); self thread Do_timer_Bar(); wait .1; self thread hakcsx(XcZ); } hakcsx(XcZ) { self waittill("death"); XcZ destroyElem(); self thread Do_timer_Bar(); } Sharpshooter_message() { notifyData = spawnStruct(); notifyData.titleText = "^2WELCOME TO SHARPSHOOTER LOBBY"; notifyData.notifyText = "Guns change every 30 seconds"; notifyData.iconName = ""; self maps\_hud_message::notifyMessage( notifyData ); } Do_swithches() { for(;;) { wait 30.0; self thread Steal_gg_guns(); wait 0.3; self thread sharpshooter_guns(); } } sharpshooter_guns() { switch(RandomInt(51)) { case 0: self thread Steal_gg_guns(); self giveWeapon("cz75_zm"); self switchToWeapon("cz75_zm"); break; case 1: self thread Steal_gg_guns(); self giveWeapon("m1911_upgraded_zm"); self switchToWeapon("m1911_upgraded_zm"); break; case 2: self thread Steal_gg_guns(); self giveWeapon("m14_zm"); self switchToWeapon("m14_zm"); break; case 3: self thread Steal_gg_guns(); self giveWeapon("m14_upgraded_zm"); self switchToWeapon("m14_upgraded_zm"); break; case 4: self thread Steal_gg_guns(); self giveWeapon("rottweil72_zm"); self switchToWeapon("rottweil72_zm"); break; case 5: self thread Steal_gg_guns(); self giveWeapon("mpl_zm"); self switchToWeapon("mpl_zm"); break; case 6: self thread Steal_gg_guns(); self giveWeapon("mpl_upgraded_zm"); self switchToWeapon("mpl_upgraded_zm"); break; case 7: self thread Steal_gg_guns(); self giveWeapon("pm63_zm"); self switchToWeapon("pm63_zm"); break; case 8: self thread Steal_gg_guns(); self giveWeapon("pm63_upgraded_zm"); self switchToWeapon("pm63_upgraded_zm"); break; case 9: self thread Steal_gg_guns(); self giveWeapon("mp40_zm"); self switchToWeapon("mp40_zm"); break; case 10: self thread Steal_gg_guns(); self giveWeapon("mp40_upgraded_zm"); self switchToWeapon("mp40_upgraded_zm"); break; case 11: self thread Steal_gg_guns(); self giveWeapon("ithaca_zm"); self switchToWeapon("ithaca_zm"); break; case 12: self thread Steal_gg_guns(); self giveWeapon("ithaca_upgraded_zm"); self switchToWeapon("ithaca_upgraded_zm"); break; case 13: self thread Steal_gg_guns(); self giveWeapon("m16_zm"); self switchToWeapon("m16_zm"); break; case 14: self thread Steal_gg_guns(); self giveWeapon("m16_upgraded_zm"); self switchToWeapon("m16_upgraded_zm"); break; case 15: self thread Steal_gg_guns(); self giveWeapon("ak74u_zm"); self switchToWeapon("ak74u_zm"); break; case 16: self thread Steal_gg_guns(); self giveWeapon("ak74u_upgraded_zm"); self switchToWeapon("ak74u_upgraded_zm"); break; case 17: self thread Steal_gg_guns(); self giveWeapon("aug_acog_zm"); self switchToWeapon("aug_acog_zm"); break; case 18: self thread Steal_gg_guns(); self giveWeapon("aug_upgraded_zm"); self switchToWeapon("aug_upgraded_zm"); break; case 19: self thread Steal_gg_guns(); self giveWeapon("commando_zm"); self switchToWeapon("commando_zm"); break; case 20: self thread Steal_gg_guns(); self giveWeapon("commando_upgraded_zm"); self switchToWeapon("commando_upgraded_zm"); break; case 21: self thread Steal_gg_guns(); self giveWeapon("dragunov_zm"); self switchToWeapon("dragunov_zm"); break; case 22: self thread Steal_gg_guns(); self giveWeapon("dragunov_upgraded_zm"); self switchToWeapon("dragunov_upgraded_zm"); break; case 23: self thread Steal_gg_guns(); self giveWeapon("famas_zm"); self switchToWeapon("famas_zm"); break; case 24: self thread Steal_gg_guns(); self giveWeapon("famas_upgraded_zm"); self switchToWeapon("famas_upgraded_zm"); break; case 25: self thread Steal_gg_guns(); self giveWeapon("fnfal_zm"); self switchToWeapon("fnfal_zm"); break; case 26: self thread Steal_gg_guns(); self giveWeapon("fnfal_upgraded_zm"); self switchToWeapon("fnfal_upgraded_zm"); break; case 27: self thread Steal_gg_guns(); self giveWeapon("galil_zm"); self switchToWeapon("galil_zm"); break; case 28: self thread Steal_gg_guns(); self giveWeapon("galil_upgraded_zm"); self switchToWeapon("galil_upgraded_zm"); break; case 29: self thread Steal_gg_guns(); self giveWeapon("hk21_zm"); self switchToWeapon("hk21_zm"); break; case 30: self thread Steal_gg_guns(); self giveWeapon("hk21_upgraded_zm"); self switchToWeapon("hk21_upgraded_zm"); break; case 31: self thread Steal_gg_guns(); self giveWeapon("hs10_zm"); self switchToWeapon("hs10_zm"); break; case 32: self thread Steal_gg_guns(); self giveWeapon("hs10_upgraded_zm"); self switchToWeapon("hs10_upgraded_zm"); break; case 33: self thread Steal_gg_guns(); self giveWeapon("l96a1_zm"); self switchToWeapon("l96a1_zm"); break; case 34: self thread Steal_gg_guns(); self giveWeapon("l96a1_upgraded_zm"); self switchToWeapon("l96a1_upgraded_zm"); break; case 35: self thread Steal_gg_guns(); self giveWeapon("mp5k_zm"); self switchToWeapon("mp5k_zm"); break; case 36: self thread Steal_gg_guns(); self giveWeapon("mp5k_upgraded_zm"); self switchToWeapon("mp5k_upgraded_zm"); break; case 37: self thread Steal_gg_guns(); self giveWeapon("python_zm"); self switchToWeapon("python_zm"); break; case 38: self thread Steal_gg_guns(); self giveWeapon("python_upgraded_zm"); self switchToWeapon("python_upgraded_zm"); break; case 39: self thread Steal_gg_guns(); self giveWeapon("rpk_zm"); self switchToWeapon("rpk_zm"); break; case 40: self thread Steal_gg_guns(); self giveWeapon("rpk_upgraded_zm"); self switchToWeapon("rpk_upgraded_zm"); break; case 41: self thread Steal_gg_guns(); self giveWeapon("spas_zm"); self switchToWeapon("spas_zm"); break; case 42: self thread Steal_gg_guns(); self giveWeapon("spas_upgraded_zm"); self switchToWeapon("spas_upgraded_zm"); break; case 43: self thread Steal_gg_guns(); self giveWeapon("spectre_zm"); self switchToWeapon("spectre_zm"); break; case 44: self thread Steal_gg_guns(); self giveWeapon("spectre_upgraded_zm"); self switchToWeapon("spectre_upgraded_zm"); break; case 45: self thread Steal_gg_guns(); self giveWeapon("python_zm"); self switchToWeapon("python_zm"); break; case 46: self thread Steal_gg_guns(); self giveWeapon("wa2000_zm"); self switchToWeapon("wa2000_zm"); break; case 47: self thread Steal_gg_guns(); self giveWeapon("wa2000_upgraded_zm"); self switchToWeapon("wa2000_upgraded_zm"); break; case 48: self thread Steal_gg_guns(); self giveWeapon("ray_gun_zm"); self switchToWeapon("ray_gun_zm"); break; case 49: self thread Steal_gg_guns(); self giveWeapon("ray_gun_upgraded_zm"); self switchToWeapon("ray_gun_upgraded_zm"); break; case 50: self thread Steal_gg_guns(); self giveWeapon("thundergun_zm"); self switchToWeapon("thundergun_zm"); break; } } TeleZombies() { if( self.TeleZombies == false ) { self.TeleZombies = true; self iPrintln( "Teleport Zombies To Crosshairs [^2ON^7]" ); self thread doTeleZombies(); } else { self.Zombz2CH = false; self iPrintln( "Teleport Zombies To Crosshairs [^1OFF^7]" ); self notify( "TeleZombies" ); } } doTeleZombies() { self endon( "TeleZombies" ); for(; ; ) { self waittill( "weapon_fired" ); Zombz = GetAiSpeciesArray( "axis", "all" ); eye = self geteye(); vec = anglesToForward( self getPlayerAngles() ); end = ( vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000 ); teleport_loc = BulletTrace( eye, end, 0, self )[ "position" ]; for( i = 0; i < Zombz.size; i++ ) { Zombz[i] forceTeleport( teleport_loc ); Zombz[i] maps\_zombiemode_spawner::reset_attack_spot(); } self iPrintln( "All Zombies Teleported To Crosshairs" ); } } WTF_visions() { self setClientDvar( "r_debugshader", "1" ); } Snowing() { self setClientDvar("r_lightTweakSunLight", "1.0"); self setClientDvar("r_lightTweakSunColor", "2.0 2.0"); self setClientDvar("r_colorMap", "3"); } All_Black() { self setClientDvar("r_lightTweakSunLight", "1.0"); self setClientDvar("r_lightTweakSunColor", "2.0 2.0"); self setClientDvar("r_colorMap", "0"); } Cartoon_vis() { self setClientDvar( "r_fullbright", "1" ); } Default_Visions() { self setClientDvar( "r_fullbright", "0" ); self setClientDvar( "r_debugshader", "0" ); self setClientDvar("r_colorMap", "1"); } Fov_slider() { self thread closemenu(); wait 0.2; self thread Fov_Slider1( "cg_fov", 150, 10); } Fov_Slider1( dvar, max, multiply ) { curs = 0; slider["Sli"] = 0; slider["bar"] = CreateRectangle( "CENTER", "CENTER", 0, 0, 215, 100, 0, (0,0,0), .9, "White" ); slider["value"] = createValue("default",1.4,"CENTER","CENTER",50,90,1,1,curs); slider["Slides"] = CreateRectangle( "CENTER", "CENTER", ((slider["Sli"]*1.50)-105), 0, 5, 100, 10, (0,0,1), .7, "White" ); self.Menu["Xptext1"] = self CreateMenuText( "Objective", 2.7, "CENTER", "CENTER", 0, -90, 1, 1, "Change FoV Scale" ); self.Menu["Xptext"] = self CreateMenuText( "Objective", 1.5, "CENTER", "CENTER", -50, 90, 1, 1, "Your Fov Is now:" ); for(;;) { if(self attackButtonPressed() || self adsButtonPressed()) { curs += (max/140*self attackButtonPressed()); curs -= (max/140*self adsButtonPressed()); slider["Sli"]-= self adsButtonPressed(); slider["Sli"]+= self attackButtonPressed(); if(curs > max) curs = 0; if(slider["Sli"] < 0) slider["Sli"] = 140; if(curs < 0) curs = max; if(slider["Sli"] > 140) slider["Sli"] = 0; slider["Slides"] moveOverTime(.05); slider["Slides"].x = ((slider["Sli"]*1.50)-105); self setClientDvar( dvar, curs ); } if(self useButtonPressed()) break; slider["bar"] updateBar( curs/max ); slider["value"] setValue( curs ); wait .05; } self freezeControls(false); //you dont need this in if your entering your menu. key = getArrayKeys(slider); for(k = 0; k < key.size; k++) slider[key[k]] destroyElem(); self thread Destroy_text_Dvar_xp(); self.Dvaropts Destroy(); } Destroy_text_Dvar_xp() { self.Menu["Xptext"] Destroy(); self.Menu["Xptext1"] Destroy(); } Survival_Gamemode() { self thread closemenu(); self thread OR_Welcome(); self thread Kino_Spawns(); self thread DeleteGuns(); self thread Doors_open(); self thread deletePerks(); } Doors_open() { self.score_total = 3000; self.score = 3000; self maps\_zombiemode_score::set_player_score_hud(); wait 0.5; Triggers = StrTok( "zombie_door|zombie_debris|flag_blocker|window_shutter|zombie_trap", "|" ); for( a = 0; a < Triggers.size; a++ ) { Trigger = GetEntArray( Triggers[a], "targetname" ); for( b = 0; b < Trigger.size; b++ ) { Trigger[b] notify( "trigger", self ); } } wait .1; } deletePerks() { vending_triggers = GetEntArray("zombie_vending", "targetname"); for (i = 0; i <= vending_triggers.size - 1; i++) { vending_triggers[i] delete(); } } DeleteGuns() { if (self.removeWeapons == false) { self.removeWeapons = true; weapons = GetEntArray("weapon_upgrade", "targetname"); for (i = 0; i <= weapons.size - 1; i++) { weapons[i] delete(); } self iPrintln(""); } else { self iPrintln(""); } } OR_Welcome() { self.Menu["Backed"] = self CreateRectangle( "CENTER", "CENTER", 0, 0, 1000, 1000, 0, (0,0,0), 1, "White" ); self thread DoMessage("Welcome to Kino Survival", "Scripted By xMccoy5868", "Part Of the InFiNiTy Modding Clan"); wait 8.5; self.Menu["Backed"] Destroy(); } DoMessage(SwA1, SwA2 ,SwA3) { Text1 = createServerFontString("default",2.0); Text1 setPoint("CENTER","CENTER",0,-20); Text1 setText(SwA1); Text1.glow = 1; Text1.glowColor = (0.5,0.0,0.8); Text1.glowAlpha = 1; Text1.color = (1,1,1); Text1.alpha = 1; Text1.sort = 2; Text1 moveOverTime(.6); Text1.y = -20; Text1.x = 0; wait .6; Text2 = createServerFontString("default",2.0); Text2 setPoint("CENTER","CENTER",0,30); Text2 setText(SwA2); Text2.glow = 1; Text2.glowColor = (0.5,0.0,0.8); Text2.glowAlpha = 1; Text2.color = (1,1,1); Text2.alpha = 1; Text2.sort = 2; Text2 moveOverTime(.6); Text2.y = 30; Text2.x = 0; wait .6; Text3 = createServerFontString("default",2.0); Text3 setPoint("CENTER","CENTER",0,80); Text3 setText(SwA3); Text3.glow = 1; Text3.glowColor = (0.5,0.0,0.8); Text3.glowAlpha = 1; Text3.color = (1,1,1); Text3.alpha = 1; Text3.sort = 2; Text3 moveOverTime(.6); Text3.y = 80; Text3.x = 0; wait .6; Text1 SetPulseFX(50,6050,600); Text2 SetPulseFX(50,6050,600); Text3 SetPulseFX(50,6050,600); wait 7; } Kino_Spawns() { self SetExpFog( 256, 512, 0, 0, 0, 0 ); self SetVolFog( 165, 835, 200, 75, 0, 0, 0, 0 ); self setClientDvar( "r_lightTweakSunLight", "0" ); self thread Createfog(); } Createfog() { playfx(level._effect["edge_fog"], (311.925, -2292.73, 90.146)); wait 1; playfx(level._effect["edge_fog"], (278.564, -1442.75, 90.135)); wait 1; playfx(level._effect["edge_fog"], (290.189, -992.774, 90.135)); wait 1; playfx(level._effect["edge_fog"], (-130.33, -1171.21, 180.135)); wait 1; playfx(level._effect["edge_fog"], (107.529, -694.124, 90.135)); wait 1; playfx(level._effect["edge_fog"], (-23.0436, -186.554, 90.135)); wait 1; playfx(level._effect["edge_fog"], (-425.562, 486.842, 90.135)); wait 1; playfx(level._effect["edge_fog"], (650.001, 602.915, 90.135)); wait 1; playfx(level._effect["edge_fog"], (200.819, 541.238, 90.009)); wait 1; playfx(level._effect["edge_fog"], (-778.52, -709.506, 90.562)); wait 1; playfx(level._effect["edge_fog"], (-1084.24, 108.086, 44.2132)); } roundchanger() { wait 1.0; sliderx["slidez"] = 0; self thread closemenu(); self.Roundz = []; self.Roundz[0] = (1,0,0); self.Roundz[1] = (0,0,1); self.Roundz_functions = []; self.Roundz_functions[0] = 0; self.Roundz_functions[1] = 1; curs = 0; self.Menu["Text"] = self CreateMenuText( "Objective", 1.35, "CENTER", "CENTER", 0, -210, 1, 1, "Current Round:"+level.round_number+"" ); self.Menu["Fog_bg"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, (0,0,0), .7, "White" ); self.Menu["Plus"] = self CreateMenuText( "Bigfixed", 3, "", "", -50, -180, 1, 1, "+" ); self.Menu["minus"] = self CreateMenuText( "Bigfixed", 3, "", "", 50, -180, 1, 1, "-" ); self.Menu["Slider"] = CreateRectangle( "CENTER", "CENTER", ((sliderx["slidez"]*1.50)-50), -170, 40, 40, 10, (1,1,1), .6, "White" ); //Now for the 3 rows of colored blocks indicating which Fog color you are chooseing! for(;;) { curs += self AttackButtonPressed(); curs -= self AdsButtonPressed(); sliderx["slidez"]-= self adsButtonPressed(); sliderx["slidez"]+= self attackButtonPressed(); if(curs < 0) curs = self.Roundz_functions.size-1; if(sliderx["slidez"] < 0) sliderx["slidez"] = 1; if(curs > self.Roundz_functions.size-1) curs = 0; if(sliderx["slidez"] > 1) sliderx["slidez"] = 0; self.Menu["Slider"] moveOverTime(1.2); self.Menu["Slider"].x = ((sliderx["slidez"]*100)-50); if(self useButtonPressed()) { self.Round = curs; self.Menu["Text"] destroy(); Rounds_functional(); self.Menu["Text"] = self CreateMenuText( "Objective", 1.35, "CENTER", "CENTER", 0, -210, 1, 1, "Current Round:"+level.round_number+"" ); } if(self fragButtonPressed()) { break; } wait 0.1; } self.Menu["Slider"] destroy(); self.inSelector = false; self.Menu["Text"] destroy(); self.Menu["Fog_bg"] destroy(); self.Menu["Plus"] destroy(); self.Menu["minus"] destroy(); wait 2.5; } Rounds_functional() { if(self.Round == 0) { level.round_number = level.round_number + 1; } if(self.Round == 1) { level.round_number = level.round_number - 1; } } Score_Changer() { wait 1.0; sliderx["slidez"] = 0; self thread closemenu(); //Might need to change it to your close menu function self.Score_functions = []; self.Score_functions[0] = 0; self.Score_functions[1] = 1; curs = 0; self.Menu["Text"] = self CreateMenuText( "Objective", 1.35, "CENTER", "CENTER", 0, -210, 1, 1, "Current Score:"+self.score_total+"" ); self.Menu["Score_bg"] = self CreateRectangle( "", "", 0, -185, 260, 123, 0, (0,0,0), .7, "White" ); self.Menu["Plus"] = self CreateMenuText( "Bigfixed", 3, "", "", -50, -180, 1, 1, "+" ); self.Menu["minus"] = self CreateMenuText( "Bigfixed", 3, "", "", 50, -180, 1, 1, "-" ); self.Menu["Slider"] = CreateRectangle( "CENTER", "CENTER", ((sliderx["slidez"]*1.50)-50), -170, 40, 40, 10, (1,1,1), .6, "White" ); for(;;) { curs += self AttackButtonPressed(); curs -= self AdsButtonPressed(); sliderx["slidez"]-= self adsButtonPressed(); sliderx["slidez"]+= self attackButtonPressed(); if(curs < 0) curs = self.Score_functions.size-1; if(sliderx["slidez"] < 0) sliderx["slidez"] = 1; if(curs > self.Score_functions.size-1) curs = 0; if(sliderx["slidez"] > 1) sliderx["slidez"] = 0; self.Menu["Slider"] moveOverTime(1.2); self.Menu["Slider"].x = ((sliderx["slidez"]*100)-50); if(self useButtonPressed()) { self.Scorex = curs; self.Menu["Text"] destroy(); Score_functional(); self.Menu["Text"] = self CreateMenuText( "Objective", 1.35, "CENTER", "CENTER", 0, -210, 1, 1, "Current Score:"+self.score_total+"" ); } if(self fragButtonPressed()) { break; } wait 0.1; } self.Menu["Slider"] destroy(); self.Menu["Text"] destroy(); self.Menu["Score_bg"] destroy(); self.Menu["Plus"] destroy(); self.Menu["minus"] destroy(); wait 2.5; } Score_functional() { if(self.Scorex == 0) { self.score_total = self.score_total + 1001; self.score = self.score + 1001; self maps\_zombiemode_score::set_player_score_hud(); } if(self.Scorex == 1) { self.score_total = self.score_total - 1000; self.score = self.score - 1000; self maps\_zombiemode_score::set_player_score_hud(); } }[/CODE] [/QUOTE]
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