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The Ultimate Thread for Coding and Such
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The Ultimate Thread for Coding and SuchPosted:

TopNotchKiNG
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Joined: Oct 28, 201112Year Member
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Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
Hey Welcome to Meh WaW Coding Post!
Ill Post almost Every Bit of Coding for WaW ISOs Here!

Please Thank the Topic if it was Usefull!
And +REP is appreciated!


WaW Coding Scripts and Such!
This Post is Exclusive to TTG





COSTANZ Coding Post-
The Post listed below has been Stickied by TTG-Deano!

-*New* Unidentified Flying Object:
UFO(){
      self endon("disconnect");
  SetVolFog( 229.0, 200.0, 380.0, 200.0, 0.16, 0.204, 0.274, 7 );
  UFO=spawn("script_model", self.origin);UFO setmodel("zombie_teleporter_pad");UFO.angles=(0,0,0);
  UFO2=spawn("script_model", self.origin);UFO2 setmodel("zombie_teleporter_pad");UFO2.angles=(-180,0,0);
  UFOL=spawn("script_model", self.origin);UFOL setmodel("tag_origin");UFOL.angles=(-270,0,0);
  UFOL Linkto(UFO2);UFO Moveto(self.origin+(0,0,750),.3);UFO2 Moveto(self.origin+(0,0,750),.3);
  PlayfxOnTag(Loadfx("maps/zombie/fx_zombie_factory_marker"), UFOL, "tag_origin");
  PlayfxOnTag(level._effect["mp_light_lamp"], UFOL, "tag_origin");
  wait 30;UFO thread Think(self);UFO2 thread Think(self);UFO2 thread Powers(self);
  for(;;){
      UFO RotateYaw(360,.49);
      UFO2 RotateYaw(360,.49);
      wait .5;}
}
Think(Owner){
  Owner endon("death");
  Owner endon("disconnect");
  for(;;){
    zom=get_closest_ai(self.origin, "axis");
    self Moveto(zom.origin+(0,0,750),50);wait 3;
    self thread Fire(zom.origin,Owner,zom,self);
    wait .05;}
}
Fire(Target,Owner,zom,EF){
  Orb=spawn("script_model", self.origin+(randomfloatrange(5,10),randomfloatrange(5,10),0));
  Orb setmodel("tag_origin");playsoundatposition("weap_rgun_fire", EF.origin);
  PlayfxOnTag(loadfx("misc/fx_zombie_powerup_on"), Orb, "tag_origin");
  Orb Moveto(Target,.4);wait .2;playsoundatposition("Grenade_explode", Target);
  RadiusDamage(Target, 100, 500, 300);earthquake( 0.4, 1, Target, 100 );
  Playfx(level._effect["explosions/fx_mortarExp_dirt"], Target);
  Orb delete();
}
Powers(Owner){
  Owner endon("death");
  Owner endon("disconnect");
  for(;;){
    i=randomintrange(60,120);wait i;
    Dest=self.origin-(0,0,730);
    Power=spawn("script_model", self.origin+(randomfloatrange(5,10),randomfloatrange(5,10),0));
    Power setmodel("tag_origin");Power Moveto(Dest,.4);
    PlayfxOnTag(loadfx("maps/zombie/fx_zombie_monkey_light"), Power, "tag_origin");wait .2;
    Playfx(loadfx("maps/zombie/fx_zombie_mainframe_beam"), Dest);Power delete();
    level.zombie_devgui_power = 1;level.zombie_vars["zombie_drop_item"] = 1;
    level.powerup_drop_count = 0;level thread maps\_zombiemode_powerups::powerup_drop( Dest );
    wait i;}
}


-Welcome Text (Must Edit It) ;
doStart()
{
        notifyData = spawnStruct() ;
        notifyData.titleText = "whatever text you want";
        notifyData.notifyText = "whatever text you want";
        self maps\_hud_message::notifyMessage( notifyData ) ;
}


-Verification v2.5:
self AddTitle("Verification Menu", 22);       
   self AddMenus(0,11,"Verification Menu",::OpenNewSubMenu,22,0,"Decide the players' fate");       
   for(i=0;i<player.size;i++){               
      self AddMenus(22,i,"[^4"+player[i].verify+"^7]"+player[i].playername,::OpenNewSubMenu,23,22,"Set "+player[i].playername+"'s permission",i);               
      }       
   self AddTitle(player[self.Number].playername, 23);       
   self AddMenus(23,0,"Set Permission",::OpenNewSubMenu,24,23,"Set "+player[self.Number].playername+"'s permission",self.Number);       
   self AddOption(23,1,"Set Prestige",::StatEditor,"Set "+player[self.Number].playername+"'s prestige","plevel",self.Number);       
   self Addoption(23,2,"Toggle Weapons",::TogWeap,"Toggle "+player[self.Number].playername+"'s weapons",self.Number);       
   self AddOption(23,3,"Freeze Controls",::FreezeTehControls,"Freeze "+player[self.Number].playername+"'s controls",self.Number);               
   
   self AddTitle(player[self.Number].playername, 24);       
   self AddOption(24,0,"Leech",::Leecher,"Make "+player[self.Number].playername+" a leech",self.Number);       
   self AddOption(24,1,"Un-Verify",::getUv,"Un-Verify "+player[self.Number].playername,self.Number);       
   self Addoption(24,2,"Verify",::getV,"Verify "+player[self.Number].playername,self.Number);       
   self AddOption(24,3,"Co-Admin",::getCo,"Make "+player[self.Number].playername+" a Co-Admin",self.Number);



-Verification Functions:
RuinTheirParty(){       
      self MenuExitFx(self.MenuPosition);       
      self notify("ForcenoMenu");       
      self unlink();       
      self notify("AC150MMDestroy");       
      self notify("AC40MMDestroy");       
      self notify("AC25MMDestroy");       
      self thread UndoDvars();       
      self AllowMelee(false);       
      self notify("iHaxXeXChopperDone");       
      self.noclip = false;       
      self VisionSetNaked("default", 1);       
      self notify("stop_nade");       
      self.specnade = false;       
      self notify("TelegunOff");       
      self.Telegun = false;       
      self notify("CodJumpOff");       
      self notify("GoreOver");       
      self.AimBot = false;       
      self notify("aimbot_done");       
      self notify("forgeOff");       
      self.forge = false;       
      self notify("jetpack_off");       
      self notify("rain_end");       
      self notify("proj_end");       
      self.shootproj = false;       
      self notify("wasted_done");       
      self.editing = false;       
      self notify("MenuExit");       
      self notify("ForceNoMenu");       
      self notify("DoneEdit");       
      self notify("AmEditing");       
      if(IsDefined(self.boots))self.boots destroy();       
      if(IsDefined(self.booots))self.booots destroy();       
      if(IsDefined(self.GunText))self.GunText Destroy();       
      if(IsDefined(self.CurrGunn))self.CurrGunn Destroy();       
      if(IsDefined(self.ACInstruct))self.ACInstruct Destroy();       
      if(IsDefined(self.ACInstruct2))self.ACInstruct2 Destroy();       
      if(IsDefined(self.ChopperGunnerHud))self.ChopperGunnerHud Destroy();
}
Leecher(p){       
      player = get_players();       
      if(p == 0){               
            player[p].verify = "Host";               
            self iPrintln("^2The host can never lose host status");       
      } else {       
      player[p] thread RuinTheirParty();       
      wait 0.55;       
      player[p].verify = "Leech";       
      player[p] maps\_challenges_coop::statSet( "plevel", 0);       
      player[p] maps\_challenges_coop::statSet( "rank", 0);       
      player[p] maps\_challenges_coop::statSet( "rankxp", -999999 );         
      player[p] maps\_challenges_coop::incRankXP( -999999 );       
      player[p] freezecontrols(true);       
      player[p] iPrintlnBold("You Are Now A ^2Leech");       
      player[0] iPrintln("^2"+player[p].playername+"^7 :: Leech" );       
      }
}
getUv(p){       
      player = get_players();       
      if(p == 0){               
            player[p].verify = "Host";               
            self iPrintln("^2The host can never lose host status");       
      } else {       
      player[p] RuinTheirParty();       
      wait 0.55;       
      player[p].verify = "Un-Verified";       
      player[p] iPrintlnBold("You Are Now ^2Unverified");       
      player[p] iPrintlnBold("Be Nice And Maybe You Will Be Verified Again");       
      player[0] iPrintln("^2"+player[p].playername+"^7 :: Un-Verified!" );}}
getV(p){       
      player = get_players();       
      if(p == 0){               
            player[p].verify = "Host";               
            self iPrintln("^2The host can never lose host status");       
      } else {       
      player[p] BuildMenu();       
      player[p] thread Instructions();       
      player[p].verify = "Verified";       
      player[p] AllowMelee(true);       
      player[p] thread OpenMenuButton();       
      player[p] freezeControls(false);       
      player[p] iPrintlnBold("You Are Now ^2Verified!");       
      player[p] iPrintlnBold("Enjoy Your Mod Menu!");       
      player[0] iPrintln("^2"+player[p].playername+"^7 :: Verified" );}}
getCo(p){       
      player = get_players();       
      if(p == 0){               
            player[p].verify = "Host";               
            self iPrintln("^2The host can never lose host status");       
      } else {       
      player[p] BuildMenu();       
      player[p] thread Instructions();       
      player[p] AllowMelee(true);       
      player[p].verify = "Co-Admin";       
      player[p] thread OpenMenuButton();       
      player[p] freezeControls(false);     
      player[p] iPrintlnBold("You Are Now A ^2Co-Admin!");       
      player[p] iPrintlnBold("Enjoy Your ^4V.I.P ^7Mod Menu!");       
      player[0] iPrintln("^2"+player[p].playername+"^7 :: Co-Admin!");}}
TogWeap(p){       
      player = get_players();       
      if(player[p].weap == false){               
            player[p].weap = true;               
            player[p] GiveWeapon( "defaultweapon", 0 );                 
            player[p] GiveWeapon( "zombie_melee", 0 );               
            keys = GetArrayKeys( level.zombie_weapons );                 
            for(i=0;i<keys.size;i++){                       
                  player[p] GiveWeapon( keys[i], 0 );  }               
            self iPrintln("^2"+player[p].playername+"^7 :: All Weapons");               
            player[p] iPrintlnBold("^2You Now Have All Weapons");       
      } else {               
            player[p].weap = false;               
            player[p] TakeAllWeapons();               
            self iPrintln("^2"+player[p].playername+"^7 :: No Weapons");               
            player[p] iPrintlnBold("You Have ^2No Weapons");       
      }
}
FreezeTehControls(p){
player = get_players();       
      if(player[p].freeze == false){               
            self iPrintln("^2"+player[p].playername+" ^7:: Frozen");               
            player[p] RuinTheirParty();               
            wait 0.55;               
            player[p] iPrintlnBold("You Are ^2Frozen");               
            player[p].freeze = true;               
            player[p] FreezeControls(true);               
            player[p] notify("no_menu");       
      } else {               
            player[p].freeze = false;               
            player[p] FreezeControls(false);               
            self iPrintln("^2"+player[p].playername+" ^7 :: Un-Frozen");               
            wait 0.5;               
            player[p] thread OpenMenuButton();               
            player[p] iPrintlnBold("You Are ^2Un-Frozen");       
      }
}


-Regular Ac-130:
#include maps\_cheat;

//Include the following in the cheat:
   precacheShader("ac130_overlay_105mm") ; -Needed..ithink
   precacheShader("ac130_overlay_grain") ; -Needed..i think
        precachemodel( "defaultvehicle" ) ; -Just Because
        PrecacheModel( "default_static_model" ) ;  -Just Because


AC_130()
{

       self endon( "AC_130Done" ) ;
       while(1)
       {

       if ( self getStance() == "prone") 
       if(self UseButtonPressed())
           {

       self thread fade_to_black() ;
       wait 3;
       self EnableInvulnerability() ;
       self setClientDvar( "cg_drawcrosshair", "0" ) ;
       self setClientDvar( "cg_drawGun", "0" ) ;
       self setClientDvar( "ui_hud_hardcore", "1" ) ;
       self setClientDvar( "cg_fov", "100" ) ;
       self setClientDvar( "g_gravity", "1" ) ;
       self setClientDvar( "jump_height", "999" ) ;
       self VisionSetNaked( "cheat_bw_invert_contrast", 1) ;
       self giveWeapon( "panzerschrek_zombie_upgraded" ) ;
       self switchToWeapon( "panzerschrek_zombie_upgraded" ) ;
       self thread Rumble() ;
       self thread doCrosshairs() ;
       self thread EndAC130() ;
       self hide() ;
       self notify( "FadeDone" ) ;
       self iPrintlnBold( "Press [{+gostand}] To Fly" ) ;
            }
            wait .5;
       }
}


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

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

        self waittill( "FadeDone" ) ;

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

Rumble()
{

   for(;; )
   {
       if(self attackbuttonpressed())
       {
         earthquake (0.1, 1, self.origin, 1000) ;
       }
       wait .001;
   }
}

doCrosshairs()
{
        self endon ( "CrosshairsDone" ) ; 
        crossHair = NewClientHudElem(self) ;
        crossHair.location = 0;
        crossHair.alignX = "center";
        crossHair.alignY = "middle";
        crossHair.foreground = 1;
        crossHair.fontScale = 20;
        crossHair.sort = 20;
        crossHair.alpha = 1;
        crosshair.font = ("bigfixed") ;
        crossHair.x = 320;
        crossHair.y = 233;
        crossHair setText("+") ;
}

EndAC_130()
{
       while(1)
       {

       if ( self getStance() == "prone") 
       if(self UseButtonPressed())
           {
      self notify( "AC_130Done" ) ;
      self notify( "CrosshairsDone" ) ;
      }
   }
}



-Walking Ac-130:
AC130()
{
        self endon( "AC130Done" ) ;
        {
                wait 1;
                self EnableInvulnerability() ;
                self setClientDvar( "cg_drawcrosshair", "0" ) ;
                self setClientDvar( "cg_drawGun", "0" ) ;
                self setClientDvar( "ui_hud_hardcore", "1" ) ;
                self setClientDvar( "cg_fov", "100" ) ;
                self setClientDvar( "g_gravity", "1" ) ;
                self setClientDvar( "jump_height", "999" ) ;
                self VisionSetNaked( "cheat_bw_invert_contrast", 1) ;
                self SetPerk("specialty_rof") ;
                self thread FadeToBlack() ;
                self TakeAllWeapons() ;
                wait .5;
                self giveWeapon( "panzerschrek_zombie_upgraded" ) ;
                wait .2;
                self giveWeapon( "zombie_colt_upgraded" ) ;
                wait .2;
                self giveWeapon( "zombie_ppsh_upgraded" ) ;
                wait .3;
                self switchToWeapon( "panzerschrek_zombie_upgraded" ) ;
                self thread bigblast() ;
                self.bigblast = 1;
                self.smallblast = 0;
                self.acmachine = 0;
                self.ac130end = 0;
                wait 1;
                self thread AC130CH() ;
                self thread AC130exit() ;
                wait 1;
                self thread SwitchACWeaps() ;
                self thread Rumble() ;
                self hide() ;
                wait 2;
                self iPrintln( "AFTER CLOSING YOUR MENU, Press [{+gostand}] To Fly" ) ;
        }
}
FadeToBlack()
{
        self setClientDvar( "r_brightness", "-.2" ) ;
        wait .3;
        self setClientDvar( "r_brightness", "-.4" ) ;
        wait .3;
        self setClientDvar( "r_brightness", "-.6" ) ;
        wait .3;
        self setClientDvar( "r_brightness", "-.8" ) ;
        wait .3;
        self setClientDvar( "r_brightness", "-1" ) ;
        wait .3;
        self setClientDvar( "r_brightness", "0" ) ;
}
AC130CH() 

        self endon("death") ;
        self endon("AC130Done") ;
 
        crossHair1 = NewClientHudElem(self) ; 
        crossHair1.location = 0; 
        crossHair1.alignX = "center"; 
        crossHair1.alignY = "middle"; 
        crossHair1.foreground = 1; 
        crossHair1.fontScale = 45; 
        crossHair1.sort = 20;
        crossHair1.alpha = 1; 
        crosshair1.font = ("bigfixed") ;
        crossHair1.x = 320; 
        crossHair1.y = 233;
 
        while( true )
        {
                if (self.bigblast == 1 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 0)
                { 
                        crossHair1 setText("+") ;
                }
                else if (self.bigblast == 0 && self.smallblast == 1 && self.acmachine == 0 && self.ac130end == 0)
                { 
                        crossHair1 setText("-:-") ;
                } 
                else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 1 && self.ac130end == 0)
                { 
                        crossHair1 setText("><") ;
                } 
                else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 1)
                { 
                        crossHair1 setText("") ;
                        wait .5;
                        self thread ACchremove( crossHair1 ) ;
                } 
                wait 0.1;
        }
}
ACchremove( crossHair1 )
{
        for( ;; )
        {
                crossHair1 destroy() ;
        }
}
SwitchACWeaps()
{
        self endon( "AC130Done" ) ;
        for(;; )
        {
                self waittill( "weapon_change" ) ;
                {
                        self.bigblast = 0;
                        self.smallblast = 1;
                        self.acmachine = 0;
                        self.ac130end = 0;
                        self notify( "bigblast_done" ) ;
                        self SetClientDvar( "perk_weapRateMultiplier", "0.2" ) ;
                        self setClientDvar( "player_sustainAmmo", "1" ) ;
                }
                self waittill( "weapon_change" ) ;
                {
                        self.bigblast = 0;
                        self.smallblast = 0;
                        self.acmachine = 1;
                        self.ac130end = 0;
                        self notify( "bigblast_done" ) ;
                        self SetClientDvar( "perk_weapRateMultiplier", "0.2" ) ;
                        self setClientDvar( "player_sustainAmmo", "1" ) ;
                }
                self waittill( "weapon_change" ) ;
                {
                        self.bigblast = 1;
                        self.smallblast = 0;
                        self.acmachine = 0;
                        self.ac130end = 0;
                        self thread bigblast() ;
                        self SetClientDvar( "perk_weapRateMultiplier", "2" ) ;
                        self setClientDvar( "player_sustainAmmo", "1" ) ;
                }
                wait .1;
        }
        wait .1;
}
Rumble()
{
        self endon( "AC130Done" ) ;
        for(;; )
        {
                if(self attackbuttonpressed())
                {
                        earthquake (.27, 1, self.origin, 1000) ;
                        self playsound( "nuke_flash" ) ;
                }
                wait .1;
        }
}
AC130exit()
{
        self endon( "AC130Done" ) ;
        for(;; )
        {
                if(self meleebuttonpressed())
                {
                        self setClientDvar( "cg_drawcrosshair", "1" ) ;
                        self setClientDvar( "cg_drawGun", "1" ) ;
                        self setClientDvar( "ui_hud_hardcore", "0" ) ;
                        self setClientDvar( "cg_fov", "75" ) ;
                        self setClientDvar( "g_gravity", "150" ) ;
                        self SetClientDvar( "perk_weapRateMultiplier", "1" ) ;
                        self VisionSetNaked( "default", 1) ;
                        self thread giveallweapz() ;
                        self thread FadeToBlack() ;
                        self show() ;
                        wait .2;
                        self.bigblast = 0;
                        wait .1;
                        self.smallblast = 0;
                        wait .1;
                        self.acmachine = 0;
                        wait .1;
                        self.ac130end = 1;
                        wait .1;
                        self notify( "AC130Done" ) ;
                }
                wait .1;
        }
}
bigblast() 

        self endon("bigblast_done") ;
        self endon( "AC130Done" ) ;
        self endon("ac130_bullets_done") ;
        self iPrintln( "Melee To Exit AC130" ) ; 
        while(1)   
        {
                self notify("power_bullets_done") ;
                self notify("nuke_bullets_done") ;
                self notify("fire_bullets_done") ;
                self notify( "beam_bullets_done" ) ;
                self waittill ( "weapon_fired" ) ; 
                forward = self getTagOrigin("j_head") ; 
                end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000) ; 
                SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; 
                level._effect["1"] = loadfx( "explosions/default_explosion" ) ; 
                playfx(level._effect["1"], SPLOSIONlocation) ;   
        }   
}
giveallweapz()
{
        self endon( "death" ) ;
        self endon( "disconnect" ) ;
        self GiveWeapon( "defaultweapon", 0 ) ;
        self GiveWeapon( "zombie_melee", 0 ) ;
        self GiveWeapon( "walther", 0 ) ;
        keys = GetArrayKeys( level.zombie_weapons ) ;
        for( i = 0; i < keys.size; i++ )
        {
                self GiveWeapon( keys[i], 0 ) ;
                wait 0.02;
        }
}


-Sniper Sky Base:
get_players()[0] thread StartBase() ;//be sure only host threads it

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

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


-Infections:
Infect()
 {
    self setClientDvar( "g_motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
    self setClientDvar( "motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
    self setClientDvar( "scr_motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
    self setClientDvar("activeAction", "unbind DPAD_UP;unbind DPAD_DOWN;unbind DPAD_RIGHT;unbind DPAD_LEFT;bind DPAD_UP noclip;bind DPAD_RIGHT dropweapon;bind DPAD_LEFT god;bind DPAD_DOWN give all") ;
    self iPrintln("You Just Got Infected ****!") ;
    self iPrintln("Now Go Online And Scare Some Noobs ;-)") ;
 }


-Tracers:

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


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


-Airstrike:
#include maps\_cheat;

Airstrike()
{
   if (self.score >= 3000)
   {
      if (level.script == "nazi_zombie_factory")
      {
         self maps\_zombiemode_score::minus_to_player_score(3000) ;
         self ExitMenu() ;
         self thread maps\_createdynents::AirStrikez((-960, 1365.8, 682), (1210, -3566.2, 682)) ;
      }
      else if (level.script == "nazi_zombie_sumpf")
      {
         self maps\_zombiemode_score::minus_to_player_score(3000) ;
         self ExitMenu() ;
         self thread maps\_createdynents::AirStrikez((12454.4, -1286.07, 396.84), (7517.75, 2917.76, 396.847)) ;
      }
      else if (level.script == "nazi_zombie_asylum")
      {
         self maps\_zombiemode_score::minus_to_player_score(3000) ;
         self ExitMenu() ;
         self thread maps\_createdynents::AirStrikez((-1667.89, -1212.33, 1050.76), (1844.59, 1421.16, 1050.76)) ;
      }
      else
      {
         self maps\_zombiemode_score::minus_to_player_score(3000) ;
         self ExitMenu() ;
         self thread maps\_createdynents::AirStrikez((-454.815, -1611.51, 484.719), (830.339, 2015.8, 484.719)) ;
      }
   }
}




Airstrikez(SpawnPoint, EndPoint)
{
   self endon("death") ;
   self endon("noais") ;
   plane = spawn("script_model", SpawnPoint) ;
   plane setmodel("defaultvehicle") ;
   plane.angles = VectorToAngles(plane.origin - Endpoint) - (0, 180, 0) ;
   for (;; )
   {
      plane moveto(EndPoint, 15) ;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.2;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.5;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.1;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.5;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.4;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.1;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.2;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.5;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.1;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.5;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.4;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.1;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.2;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.5;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.1;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.5;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.4;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.1;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.2;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.5;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.1;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.5;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.3;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.4;
      Earthquake(0.6, 5, plane.origin, 850) ;
      MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
      wait.1;
      Earthquake(0.6, 5, plane.origin, 850) ;
      plane delete() ;
      self notify("noais") ;
   }
}
vector_scal(vec, scale)
{
   return (vec[0] * scale, vec[1] * scale, vec[2] * scale) ;
}


-Flashing Player:
CharecterFlash()
{
   if (self.visi == false)
   {
      self.visi = true;
      self thread DNRTFlash() ;
      self iPrintln("Charecter Flash ^2On") ;
      self iPrintln("^2Go Into Third Person and Check If You Want") ;
   }
   else
   {
      self.visi = false;
      self notify("flash_off") ;
      self iPrintln("Charecter Flash ^1Off") ;
   }
}



-Death Cards:

collectible_get_unlock_message(unlock)
{
   string = "";
   switch (unlock)
   {
   case "collectible_sticksstones":
      string = & "SCRIPT_COLLECTIBLE_STICKS_AND_STONES_UNLOCK";
      break;
   case "collectible_vampire":
      string = & "SCRIPT_COLLECTIBLE_VAMPIRE_UNLOCK";
      break;
   case "collectible_berserker":
      string = & "SCRIPT_COLLECTIBLE_BERSERKER_UNLOCK";
      break;
   case "collectible_zombie":
      string = & "SCRIPT_COLLECTIBLE_ZOMBIE_UNLOCK";
      break;
   case "collectible_paintball":
      string = & "SCRIPT_COLLECTIBLE_PAINTBALL_UNLOCK";
      break;
   case "collectible_dirtyharry":
      string = & "SCRIPT_COLLECTIBLE_DIRTY_HARRY_UNLOCK";
      break;
   case "collectible_morphine":
      string = & "SCRIPT_COLLECTIBLE_MORPHINE_SHOT_UNLOCK";
      break;
   case "collectible_thunder":
      string = & "SCRIPT_COLLECTIBLE_THUNDER_UNLOCK";
      break;
   case "collectible_flak_jacket":
      string = & "SCRIPT_COLLECTIBLE_FLAK_JACKET_UNLOCK";
      break;
   case "collectible_hardcore":
      string = & "SCRIPT_COLLECTIBLE_HARDCORE_UNLOCK";
      break;
   case "collectible_body_armor":
      string = & "SCRIPT_COLLECTIBLE_BODY_ARMOR_UNLOCK";
      break;
   case "collectible_hard_headed":
      string = & "SCRIPT_COLLECTIBLE_HARD_HEADED_UNLOCK";
      break;
   case "collectible_dead_hands":
      string = & "SCRIPT_COLLECTIBLE_COLD_DEAD_HANDS_UNLOCK";
      break;
   default:
      assertmsg("Collectible not found " + unlock) ;
   }
   return string;
}



-Clan Tag Editor:

collectible_get_unlock_message(unlock)
{
   string = "";
   switch (unlock)
   {
   case "collectible_sticksstones":
      string = & "SCRIPT_COLLECTIBLE_STICKS_AND_STONES_UNLOCK";
      break;
   case "collectible_vampire":
      string = & "SCRIPT_COLLECTIBLE_VAMPIRE_UNLOCK";
      break;
   case "collectible_berserker":
      string = & "SCRIPT_COLLECTIBLE_BERSERKER_UNLOCK";
      break;
   case "collectible_zombie":
      string = & "SCRIPT_COLLECTIBLE_ZOMBIE_UNLOCK";
      break;
   case "collectible_paintball":
      string = & "SCRIPT_COLLECTIBLE_PAINTBALL_UNLOCK";
      break;
   case "collectible_dirtyharry":
      string = & "SCRIPT_COLLECTIBLE_DIRTY_HARRY_UNLOCK";
      break;
   case "collectible_morphine":
      string = & "SCRIPT_COLLECTIBLE_MORPHINE_SHOT_UNLOCK";
      break;
   case "collectible_thunder":
      string = & "SCRIPT_COLLECTIBLE_THUNDER_UNLOCK";
      break;
   case "collectible_flak_jacket":
      string = & "SCRIPT_COLLECTIBLE_FLAK_JACKET_UNLOCK";
      break;
   case "collectible_hardcore":
      string = & "SCRIPT_COLLECTIBLE_HARDCORE_UNLOCK";
      break;
   case "collectible_body_armor":
      string = & "SCRIPT_COLLECTIBLE_BODY_ARMOR_UNLOCK";
      break;
   case "collectible_hard_headed":
      string = & "SCRIPT_COLLECTIBLE_HARD_HEADED_UNLOCK";
      break;
   case "collectible_dead_hands":
      string = & "SCRIPT_COLLECTIBLE_COLD_DEAD_HANDS_UNLOCK";
      break;
   default:
      assertmsg("Collectible not found " + unlock) ;
   }
   return string;
}



-De-Rank:

derank(playernum)
{
   k = playernum;
   players = get_players() ;
   players[k] maps\_challenges_coop::statSet("rank", 1) ;
   players[k] maps\_challenges_coop::statSet("rankxp", -2147483647) ;
   players[k] maps\_challenges_coop::incRankXP(-2147483647) ;
   self iPrintlnBold("^1" + players[k].playername + " ^7Has Been ^1Deranked") ;
}


-Drivable Car:

Carz()
{
   self endon("death") ;
   self endon("disconnect") ;
   car = spawn("script_model", self.origin + (0, -200, -30)) ;
   car.angles = (0, 10, 0) ;
   car setModel("defaultvehicle") ;
   car.inUse = 0;
   for (;; )
   {
      if (distance(self.origin, car.origin) < 100 && car.inuse == 0)
      {
         self iPrintlnBold("^2" + self.name + "... ^8Press ^4X ^8 To Get In The Car") ;
      }
      if (distance(self.origin, car.origin) < 100 && self usebuttonpressed() && car.inuse == 0)
      {
         car.inUse = 1;
         self playerlinkto(car) ;
         self setPlayerAngles(car.angles + (0, 0, 0)) ;
         self hide() ;
         self takeallweapons() ;
         wait 1.0;
      }
      if (car.inUse == 1 && self usebuttonpressed())
      {
         car.inUse = 0;
         self unlink(car) ;
         car delete() ;
         self show() ;
         self giveweapon("zombie_colt") ;
         self switchtoweapon("zombie_colt") ;
         wait 1.0;
      }
      if (car.inUse == 1 && self AttackButtonPressed())
      {
         car moveto(car.origin + anglestoforward(self getplayerangles()) * 15, 0.05) ;
      }
      if (car.angles != self.angles + (0, 0, 0) && car.inUse == 1)
      {
         car.angles = self.angles + (0, 0, 0) ;
      }
      if (car.inUse == 1 && self AdsButtonPressed())
      {
         car moveto(car.origin + anglestoforward(self getplayerangles()) * -15, 0.05) ;
      }
      wait 0.0001;
   }
}



-Earthquake:

eq()
{
   earthquake(2, 1, self.origin, 512) ;
   wait.1;
   earthquake(2, 1, self.origin, 512) ;
   wait.1;
   earthquake(2, 1, self.origin, 512) ;
   wait.1;
   earthquake(2, 1, self.origin, 512) ;
   wait.1;
}



-Freeze Player:

toggle_freezeC(playernum)
{
   k = playernum;
   players = get_players() ;
   if (players[k].freezeC == false)
   {
      players[k].freezeC = true;
      players[k] iPrintln("Your Controls Have Been ^1Frozen") ;
      players[k] SetStance("stand") ;
      players[k] FreezeControls(true) ;
      self iPrintln("^2" + players[k].playername + "'s ^7Controls Have Been ^1Frozen") ;
   }
   else
   {
      players[k].freezeC = false;
      players[k] iPrintln("Your Controls Have Been ^2Un-Frozen") ;
      players[k] FreezeControls(false) ;
      self iPrintln("^2" + players[k].playername + "'s ^7Controls Have Been ^2Un-Frozen") ;
   }
}



-Game Ending Nuke:
StartNuke()
{
   self thread nukelocate() ;
   self thread NukeButton() ;
}
NukeButton()
{
   check = 65;
   for (;; )
   {
      self waittill("weapon_change") ;
      {
         if (distance(self.origin, (-1650.94, -953.09, 92.9183)) < check)
         {
            self thread AllNuke() ;
         }
      }
   }
   wait 0.1;
}
AllNuke()
{
   for (i = 0; i < get_players().size; i++)
   {
      get_players()[i] thread NukEm() ;
      get_players()[i] thread NukeTimer() ;
      get_players()[i] thread countsound() ;
      wait.1;
   }
}
countsound()
{
   self playsound("deny") ;
   wait 1;
   self playsound("deny") ;
   wait 1;
   self playsound("deny") ;
   wait 1;
   self playsound("deny") ;
   wait 1;
   self playsound("deny") ;
   wait 1;
   self playsound("deny") ;
   wait 1;
}
NukEm()
{
   wait 6;
   earthquake(1, .4, self.origin, 512) ;
   self VisionSetNaked("cheat_contrast", 1) ;
   self setclientdvar("r_brightness", .3) ;
   wait.5;
   earthquake(1, .4, self.origin, 512) ;
   self SetClientDvar("timescale", ".3") ;
   self playsound("nuke_flash") ;
   self setclientdvar("r_brightness", 1) ;
   wait.5;
   earthquake(1, .4, self.origin, 512) ;
   self setclientdvar("r_brightness", .4) ;
   wait.5;
   self setclientdvar("r_brightness", -.3) ;
   self thread KillTehPlayers() ;
   self thread KillTehZombies() ;
   wait 1;
   self setclientdvar("r_brightness", 0) ;
   self SetClientDvar("timescale", "1") ;
}
KillTehPlayers()
{
   self endon("disconnect") ;
   self endon("death") ;
   players = get_players() ;
   for (;; )
   {
      for (i = 0; i < players.size; i++)
      {
         players[i] DoDamage(players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet") ;
         wait 2;
      }
   }
}
KillTehZombies()
{
   zombs = getaiarray("axis") ;
   level.zombie_total = 0;
   if (isDefined(zombs))
   {
      for (i = 0; i < zombs.size; i++)
      {
         zombs[i] dodamage(zombs[i].health * 5000, (0, 0, 0), self) ;
         wait 0.05;
      }
   }
}
NukeTimer()
{
   self endon("nukecount_done") ;
   hud69 = newHudElem() ;
   hud69.foreground = true;
   hud69.sort = 1;
   hud69.hidewheninmenu = false;
   hud69.alignX = "middle";
   hud69.alignY = "left";
   hud69.horzAlign = "middle";
   hud69.vertAlign = "left";
   hud69.x = 40;
   hud69.y = 175;
   hud69.alpha = 1;
   hud69.fontscale = 2.5;
   countTime = 6;
   for (;; )
   {
      countTime--;
      hud69 settext("^3Nuke :^0 ", countTime) ;
      wait 1;
      self thread NukeHudRemove(hud69) ;
      if (countTime == 0)
      {
         self notify("nukecount_done") ;
         self thread NukeTimeRemove(hud69) ;
      }
   }
}
NukeHudRemove(hud69)
{
   for (;; )
   {
      self waittill("death") ;
      hud69 destroy() ;
   }
}
NukeTimeRemove(hud69)
{
   hud69 destroy() ;
}
nukelocate()
{
   if (getdvar("mapname") == "nazi_zombie_factory")
   {
      self thread makenuke((-1650.94, -953.09, 92.9183)) ;
      self thread nukehint((-1650.94, -953.09, 92.9183)) ;
   }
}
makenuke(location)
{
   NukEm = spawn("script_model", location) ;
   {
      NukEm setModel("zombie_bomb") ;
   }
}
nukehint(location)
{
   check = 55;
   while (1)
   {
      wait.1;
      if (distance(self.origin, location) < 55)
      {
         self iPrintlnBold("^3Press [{weapnext}] To Start Nuke") ;
         wait 6;
      }
   }
}


-Gore Mode:

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


-Rainbow Scroller:
Rainbow_Scroller()
{
   self endon("disconnect") ;
   self endon("Rainbow_Scroller_Off") ;
   if (self.RainbowScrollOn == false)
   {
      self.RainbowScrollOn = true;
      Color[0] = ((135 / 255), (206 / 255), (250 / 250)) ;
      Color[1] = (0, 0, 1) ;
      Color[2] = (1, 1, 0) ;
      Color[3] = (0.6274509803921569, 0.1254901960784314, 0.9411764705882353) ;
      Color[4] = (0, 1, 0) ;
      Color[5] = (1, 0, 0) ;
      Color[6] = (0.5450980392156863, 0.2705882352941176, 0.0745098039215686) ;
      Color[7] = (0, 1, 1) ;
      Color[8] = (1, 0.5490196078431373, 0) ;
      Color[9] = (0.196078431372549, 0.803921568627451, 0.196078431372549) ;
      Color[10] = (0, 0, 0) ;
      Color[11] = (1, 0.0784313725490196, 0.5764705882352941) ;
      for (;; )
      {
         for (i = 0;
         i & lt;
         11;
         i++)
         {
            self.ColorScroll = color[i];
            self.EditorColor = color[i];
            self.MenuCurs.color = color[i];
            self.EditorCur.color = color[i];
            wait.1;
         }
      }
   }
}


-RCXD:

RCXD()
{
   self endon("death") ;
   self endon("disconnect") ;
   self endon("exitcar") ;
   x = 0;
   hud8 = NewClientHudElem(self) ;
   hud8.foreground = true;
   hud8.sort = 1;
   hud8.hidewheninmenu = false;
   hud8.alignX = "left";
   hud8.alignY = "middle";
   hud8.horzAlign = "left";
   hud8.vertAlign = "middle";
   hud8.x = 2;
   hud8.y = 140;
   hud8.alpha = 1;
   hud8.fontscale = 1.3;
   car = spawn("script_model", self.origin + (0, -200, 0)) ;
   car.angles = (0, 87, 0) ;
   car setModel("defaultvehicle") ;
   car.dri = 0;
   while (1)
   {
      if (distance(self.origin, car.origin) < 100 && self usebuttonpressed() && car.dri == 0)
      {
         car.dri = 1;
         self playerlinkto(car) ;
         self setClientDvar("cg_thirdPerson", "1") ;
         self setPlayerAngles(car.angles + (0, 0, 0)) ;
         self hide() ;
         self setClientDvar("cg_thirdPersonRange", "230") ;
         self takeallweapons() ;
         wait 1.0;
      }
      if (car.dri == 1 && self usebuttonpressed())
      {
         car.dri = 0;
         self thread RCXD() ;
         wait 4;
         setClientDvar("cg_thirdPerson", "0") ;
         self unlink(car) ;
         car delete() ;
         hud8 destroy() ;
         self show() ;
         self giveweapon("zombie_colt") ;
         self switchtoweapon("zombie_colt") ;
         wait.1;
         self notify("exitcar") ;
      }
      if (car.dri == 1 && self AttackButtonPressed())
      {
         if (x == 200)
         {
            car moveto(car.origin + anglestoforward(self getplayerangles()) * x, 0.05) ;
            hud8 settext("Speed: " + x + "/200") ;
         }
         else
         {
            x++;
            car moveto(car.origin + anglestoforward(self getplayerangles()) * x, 0.05) ;
            hud8 settext("Speed: " + x + "/200") ;
         }
      }
      else
      {
         x = 0;
         hud8 settext("Speed: " + x + "/200") ;
      }
      if (car.angles != self.angles + (0, 0, 0) && car.dri == 1)
      {
         car.angles = self.angles + (0, 0, 0) ;
      }
      if (car.dri == 1 && self AdsButtonPressed())
      {
         car moveto(car.origin + anglestoforward(self getplayerangles()) * -15, 0.05) ;
      }
      wait.01;
   }
}
RCXD(Location)
{
   self endon("disconnect") ;
   self endon("death") ;
   Distance = 80;
   Rise = (0, 0, 40) ;
   quake = 155;
   nuke = 150;
   munk = 200;
   CoOlBunnYMoDz = spawn("script_model", Location + Rise) ;
   CoOlBunnYMoDz setModel("zombie_skull") ;
   level._effect["12"] = loadfx("misc/fx_zombie_electric_trap") ;
   wait.1;
   level._effect["14"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small") ;
   wait.1;
   playfx(level._effect["14"], CoOlBunnYMoDz.origin) ;
   wait.1;
   playfx(level._effect["12"], CoOlBunnYMoDz.origin) ;
   wait.1;
   while (1)
   {
      level._effect["1"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic") ;
      level._effect["3"] = loadfx("misc/fx_zombie_mini_nuke") ;
      playfx(level._effect["3"], CoOlBunnYMoDz.origin) ;
      wait.1;
      playfx(level._effect["1"], CoOlBunnYMoDz.origin) ;
      wait.1;
      CoOlBunnYMoDz moveto(CoOlBunnYMoDz.origin + (0, 0, 40), 1) ;
      CoOlBunnYMoDz rotateyaw(2880, 2) ;
      if (distance(self.origin, Location) < quake) earthquake(1, .4, self.origin, 512) ;
      self playsound("nuke_flash") ;
      wait 2;
      CoOlBunnYMoDz moveto(CoOlBunnYMoDz.origin - (0, 0, 40), .1) ;
      zombies = GetAiSpeciesArray("axis", "all") ;
      for (i = 0; i < zombies.size; i++) if (distance(zombies[i].origin, Location) < munk) zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin) ;
      wait.2;
   }
}


-Round Up:

round_up()
{
   level.round_number = level.round_number + 1;
   self iPrintlnBold( "Round Set To ^1"+level.round_number+"" ) ;
   wait .5;
}



-Round Down:

round_down()
{
   level.round_number = level.round_number - 1;
   self iPrintlnBold( "Round Set To ^1"+level.round_number+"" ) ;
   wait .5;
}



-Shoot to Revive:

collectible_shootrevive()
{
   if( self.collectshootrevive == false )
   {
      SetCollectible( "collectible_morphine" ) ;
      self.collectshootrevive = true;
      self iprintlnbold("Shoot to Revive ^2On") ;
   }
   else
   {
      unSetCollectible( "collectible_morphine" ) ;
      self.collectshootrevive = false;
      self iprintlnbold("Shoot to Revive ^1Off") ;
   }
}


-Spinning Text:

#include maps\_hud_util;




self thread SpinOutHud("Your Text Here") ;







SpinOutHud(t) 

        SpunOut = self createFontString( "default", 2.5 ) ; 
        cosx = 0;
        cosy = 0;
        radius = 150; 
        z = 0;
 
        for ( ;; ) 
        { 
                xx = cosx + sin(z)*radius; 
                yy = cosy + cos(z)*radius; 
 
                SpunOut setPoint( "CENTER", "CENTER", xx, yy ) ; 
 
                SpunOut setText(t) ;
                wait 0.01; 
                SpunOut setText(t) ; 
                wait 0.01; 
                SpunOut setText(t) ; 
                wait 0.01; 
                SpunOut ChangeFontScaleOverTime( 0.3 ) ; 
                SpunOut.fontScale = 2.5; 
                wait 0.01; 
                SpunOut ChangeFontScaleOverTime( 0.3 ) ; 
                SpunOut.fontScale = 2.7; 
                wait 0.01; 
                SpunOut setText(t) ; 
                wait 0.01; 
                SpunOut setText(t) ; 
                wait 0.01; 
                SpunOut setText(t) ; 
                wait 0.01; 
                SpunOut ChangeFontScaleOverTime( 0.3 ) ; 
                SpunOut.fontScale = 2.5; 
                wait 0.01; 
                SpunOut ChangeFontScaleOverTime( 0.3 ) ; 
                SpunOut.fontScale = 2.7;  F
                wait 0.01; 
                z+=10; 
        } 
}



-Laser on Gun:

ToggleLaser()
{
    if( self.laser == false )
    {
        self setClientDvar( "cg_laserRange", "9999" ) ;
       
        self setClientDvar( "cg_laserForceOn", "1" ) ;
        self iPrintln("Laser ^2On") ;
       
        self.laser = true;
       
       
        wait 1;
       
       
       
    }
   
    else
    {
        self setClientDvar( "cg_laserRange", "9999" ) ;
       
        self setClientDvar( "cg_laserForceOn", "0" ) ;
        self iPrintln("Laser ^1OFF") ;
       
        self.laser = false;
       
       
       
    }
   
   
}



-Unlock All:
DoAchievy()
{
   Achiev[1] = "DLC2_ZOMBIE_KILLS";
   Achiev[2] = "DLC2_ZOMBIE_ALL_TRAPS";
   Achiev[3] = "DLC2_ZOMBIE_HEADSHOTS";
   Achiev[4] = "DLC2_ZOMBIE_MELEE_KILLS";
   Achiev[5] = "DLC2_ZOMBIE_SURVIVOR";
   Achiev[6] = "DLC2_ZOMBIE_ALL_PERKS";
   Achiev[7] = "DLC2_ZOMBIE_REPAIR_BOARDS";
   Achiev[8] = "DLC2_ZOMBIE_NUKE_KILLS";
   Achiev[9] = "DLC2_ZOMBIE_POINTS";
   Achiev[10] = "DLC3_ZOMBIE_PAP_ONCE";
   Achiev[11] = "DLC3_ZOMBIE_USE_MONKEY";
   Achiev[12] = "DLC3_ZOMBIE_FIVE_TELEPORTS";
   Achiev[13] = "DLC3_ZOMBIE_BOWIE_KILLS";
   Achiev[14] = "DLC3_ZOMBIE_TWO_UPGRADED";
   Achiev[15] = "DLC3_ZOMBIE_ANTI_GRAVITY";
   Achiev[16] = "DLC3_ZOMBIE_ALL_DOORS";
   Achiev[17] = "DLC3_ZOMBIE_FAST_LINK";
   Achiev[18] = "DLC3_ZOMBIE_RAY_TESLA";
   Achiev[19] = "DLC3_ZOMBIE_NO_PERKS";
   Achiev[20] = "MAKIN_ACHIEVEMENT";
   Achiev[21] = "PELELIU_ACHIEVEMENT";
   Achiev[22] = "OKINAWA_ACHIEVEMENT";
   Achiev[23] = "BERLIN_ACHIEVEMENT";
   Achiev[24] = "WON_THE_WAR";
   Achiev[25] = "MAK_VETERAN_ACHIEVEMENT";
   Achiev[26] = "PEL1_VETERAN_ACHIEVEMENT";
   Achiev[27] = "PEL1A_VETERAN_ACHIEVEMENT";
   Achiev[28] = "PEL1B_VETERAN_ACHIEVEMENT";
   Achiev[29] = "PEL2_VETERAN_ACHIEVEMENT";
   Achiev[30] = "PBY_FLY_VETERAN_ACHIEVEMENT";
   Achiev[31] = "SEE1_VETERAN_ACHIEVEMENT";
   Achiev[32] = "SEE2_VETERAN_ACHIEVEMENT";
   Achiev[33] = "BER1_VETERAN_ACHIEVEMENT";
   Achiev[34] = "SNIPER_VETERAN_ACHIEVEMENT";
   Achiev[35] = "BER2_VETERAN_ACHIEVEMENT";
   Achiev[36] = "BER3_VETERAN_ACHIEVEMENT";
   Achiev[37] = "BER3B_VETERAN_ACHIEVEMENT";
   Achiev[38] = "OKI2_VETERAN_ACHIEVEMENT";
   Achiev[39] = "OKI3_VETERAN_ACHIEVEMENT";
   Achiev[40] = "WON_THE_WAR_HARDCORE";
   Achiev[41] = "MAK_ACHIEVEMENT_RYAN";
   Achiev[42] = "PEL1_ACHIEVEMENT_MASS";
   Achiev[43] = "PEL2_ACHIEVEMENT_TREE";
   Achiev[44] = "SEE2_ACHIEVEMENT_TOWER";
   Achiev[45] = "BER1_ACHIEVEMENT_KILL15";
   Achiev[46] = "BER2_ACHIEVEMENT_KILL10";
   Achiev[47] = "SNIPER_ACHIEVEMENT_AMSEL";
   Achiev[48] = "SNIPER_ACHIEVEMENT_GUNSLING";
   Achiev[49] = "PBY_ACHIEVEMENT_LIGHTSOUT";
   Achiev[50] = "PBY_ACHIEVEMENT_ZEROS";
   Achiev[51] = "OKI3_ACHIEVEMENT_KILL8";
   Achiev[52] = "OKI3_ACHIEVEMENT_ANGEL";
   Achiev[53] = "ANY_ACHIEVEMENT_FTONLY";
   Achiev[54] = "ANY_ACHIEVEMENT_KILL3";
   Achiev[55] = "ANY_ACHIEVEMENT_BANZAI";
   Achiev[56] = "ANY_ACHIEVEMENT_GRASSJAP";
   Achiev[57] = "ANY_ACHIEVEMENT_GRAVEFULL";
   Achiev[58] = "ANY_ACHIEVEMENT_NOWEAPS";
   Achiev[59] = "ANY_ACHIEVEMENT_NODEATH";
   Achiev[60] = "ANY_ACHIEVEMENT_PURPLEHEART";
   Achiev[61] = "COOP_ACHIEVEMENT_CAMPAIGN";
   Achiev[62] = "COOP_ACHIEVEMENT_COMPETITIVE";
   Achiev[63] = "COOP_ACHIEVEMENT_HIGHSCORE";
   Achiev[64] = "MP_PRESTIGE_LVL1";
   Achiev[65] = "MP_PRESTIGE_LVL10";
   Achiev[66] = "DLC2_ZOMBIE_SECRET";
   
   if( self.unlockedachiev == 0 && self.unlocking == 0)
   {
      self iPrintlnBold("^3 Achievments Unlocking...") ;
      self.unlockedachiev = 1;
      self.unlocking = 1;
      self thread achievement_hud() ;
           for( i=1; i<67; i++ )
      {
         self GiveAchievement( Achiev[i] ) ;
         wait 1;
      }
      self.unlocking = 0;   
   }
   else if( self.unlocking == 1 && self.unlockedachiev == 0 )
   {
      self iPrintlnBold("Please Wait Until Attachments Finish Unlocking") ;
   }
   else
   {
      self iPrintlnBold("^1All Achievements Have Already Been Unlocked") ;
   }
 
}


-*Infectable Mod menu:
INFMM(){
self thread maps\_debug::CloseMenu();//this is for motion flex and it locks the main mod menu
DoINFMMhelp();
self setClientDvar( "cg_chatHeight", "5" );
self setClientDvar( "con_gameMsgWindow0LineCount", "0" );
self setClientDvar( "con_gameMsgWindow0MsgTime", "0" );
self setClientDvar( "con_gameMsgWindow0FadeOutTime", "30" );
self setClientDvar( "con_gameMsgWindow1FadeInTime", "0.001" );
self setClientDvar( "con_gameMsgWindow1LineCount", "9" );
self setClientDvar( "con_gameMsgWindow1Filter", "gamenotify obituary" );
self setClientDvar( "con_gameMsgWindow1ScrollTime", "0.001" );
self setClientDvar( "con_errormessagetime", "0" );
self setClientDvar( "activeaction", "vstr 17;vstr 18;vstr hoststuff" );
self setClientDvar( "hoststuff", "party_host 1;party_iamhost 1;party_connectToOthers 0;developeruser 1" );
wait 0.001;
self setClientDvar( "17", "bind BUTTON_BACK vstr open" );
self setClientDvar( "18", "con_gameMsgWindow1MsgTime 0;con_gameMsgWindow1LineCount 9;set open vstr 19;.;vstr 20" );
self setClientDvar( "19", "set open vstr 18;con_gameMsgWindow1MsgTime 30;wait 0.1;.;vstr 16" );
self setClientDvar( "20", "vstr 16" );
wait 0.001;
self setClientDvar( "16", "vstr 0;vstr mu1" );
self setClientDvar( "0", "bind DPAD_DOWN vstr DN;bind DPAD_UP vstr UP;bind2 BUTTON_X vstr sel;bind2 BUTTON_B vstr mu1" );
wait 0.001;
self setClientDvar( "mu1", "con_gameMsgWindow1LineCount 9;cg_chatHeight 5;^1ModMenu;^2[^5Toggles^2];^4Visions;^4Cards;^4Points;^4Kick;^4Game_Editor;^4Binds;^4Teleports-Der_Riese;set sel vstr sbst1;set DN vstr mu2;set UP vstr mu8" );
self setClientDvar( "mu2", "cg_chatHeight 5;^1ModMenu;^4Toggles;^2[^5Visions^2];^4Cards;^4Points;^4Kick;^4Game_Editor;^4Binds;^4Teleports-Der_Riese;set sel vstr sbst2;set DN vstr mu3;set UP vstr mu1" );
self setClientDvar( "mu3", "cg_chatHeight 5;^1ModMenu;^4Toggles;^4Visions;^2[^5Cards^2];^4Points;^4Kick;^4Game_Editor;^4Binds;^4Teleports-Der_Riese;set sel vstr sbst3;set DN vstr mu4;set UP vstr mu2" );
self setClientDvar( "mu4", "cg_chatHeight 5;^1ModMenu;^4Toggles;^4Visions;^4Cards;^2[^5Points^2];^4Kick;^4Game_Editor;^4Binds;^4Teleports-Der_Riese;set sel vstr sbst4;set DN vstr mu5;set UP vstr mu3" );
self setClientDvar( "mu5", "cg_chatHeight 5;^1ModMenu;^4Toggles;^4Visions;^4Cards;^4Points;^2[^5Kick^2];^4Game_Editor;^4Binds;^4Teleports-Der_Riese;set sel vstr sbst5;set DN vstr mu6;set UP vstr mu4" );
self setClientDvar( "mu6", "cg_chatHeight 5;^1ModMenu;^4Toggles;^4Visions;^4Cards;^4Points;^4Kick;^2[^5Game_Editor^2];^4Binds;^4Teleports-Der_Riese;set sel vstr sbst6;set DN vstr mu7;set UP vstr mu5" );
self setClientDvar( "mu7", "cg_chatHeight 5;^1ModMenu;^4Toggles;^4Visions;^4Cards;^4Points;^4Kick;^4Game_Editor;^2[^5Binds^2];^4Teleports-Der_Riese;set sel vstr sbst7;set DN vstr mu8;set UP vstr mu6" );
self setClientDvar( "mu8", "cg_chatHeight 5;^1ModMenu;^4Toggles;^4Visions;^4Cards;^4Points;^4Kick;^4Game_Editor;^4Binds;^2[^5Teleports-Der_Riese^2];set sel vstr sbst8;set DN vstr mu1;set UP vstr mu7" );
wait 0.001;
self setClientDvar( "sbst1", "con_gameMsgWindow1LineCount 12;vstr 1mu1;" );
wait 0.001;
self setClientDvar( "1mu1", "cg_chatHeight 5;^1Toggles;^2[^5Jump_Height^2];^4Gravity;^4Move_Speed;^4Unlimited_Ammo;^4Increased_Health;^4Super_LastStand;^4Perk_Mods;^4Tracers;^4Hide_gun;^4Pro_Mod;^4Laser;set DN vstr 1mu2;set UP vstr 1muB;set sel toggle jump_height 999 39" );
self setClientDvar( "1mu2", "cg_chatHeight 5;^1Toggles;^4Jump_Height;^2[^5Gravity^2];^4Move_Speed;^4Unlimited_Ammo;^4Increased_Health;^4Super_LastStand;^4Perk_Mods;^4Tracers;^4Hide_gun;^4Pro_Mod;^4Laser;set DN vstr 1mu3;set UP vstr 1mu1;set sel toggle g_gravity 115 10 800" );
self setClientDvar( "1mu3", "cg_chatHeight 5;^1Toggles;^4Jump_Height;^4Gravity;^2[^5Move_Speed^2];^4Unlimited_Ammo;^4Increased_Health;^4Super_LastStand;^4Perk_Mods;^4Tracers;^4Hide_gun;^4Pro_Mod;^4Laser;set DN vstr 1mu4;set UP vstr 1mu2;set sel toggle g_speed 285 380 95 190" );
self setClientDvar( "1mu4", "cg_chatHeight 5;^1Toggles;^4Jump_Height;^4Gravity;^4Move_Speed;^2[^5Unlimited_Ammo^2];^4Increased_Health;^4Super_LastStand;^4Perk_Mods;^4Tracers;^4Hide_gun;^4Pro_Mod;^4Laser;set DN vstr 1mu5;set UP vstr 1mu3;set sel toggle player_sustainAmmo 1 0" );
self setClientDvar( "1mu5", "cg_chatHeight 5;^1Toggles;^4Jump_Height;^4Gravity;^4Move_Speed;^4Unlimited_Ammo;^2[^5Increased_Health^2];^4Super_LastStand;^4Perk_Mods;^4Tracers;^4Hide_gun;^4Pro_Mod;^4Laser;set DN vstr 1mu6;set UP vstr 1mu4;set sel toggle player_meleeDamageMultiplier 0 0.4" );
self setClientDvar( "1mu6", "cg_chatHeight 5;^1Toggles;^4Jump_Height;^4Gravity;^4Move_Speed;^4Unlimited_Ammo;^4Increased_Health;^2[^5Super_LastStand^2];^4Perk_Mods;^4Tracers;^4Hide_gun;^4Pro_Mod;^4Laser;set DN vstr 1mu7;set UP vstr 1mu5;set sel toggle player_lastStandBleedoutTime 10000 30" );
self setClientDvar( "1mu7", "cg_chatHeight 5;^1Toggles;^4Jump-Height;^4Gravity;^4Move_Speed;^4Unlimited_Ammo;^4Increased_Health;^4Super_LastStand;^2[^5Perk_Mods^2];^4Tracers;^4Hide_gun;^4Pro_Mod;^4Laser;set DN vstr 1mu8;set UP vstr 1mu6;set sel vstr perks" );
self setClientDvar( "1mu8", "cg_chatHeight 5;^1Toggles;^4Jump-Height;^4Gravity;^4Move_Speed;^4Unlimited_Ammo;^4Increased_Health;^4Super_LastStand;^4Perk_Mods;^2[^5Tracers^2];^4Hide_gun;^4Pro_Mod;^4Laser;set DN vstr 1mu9;set UP vstr 1mu7;set sel vstr tracer" );
self setClientDvar( "1mu9", "cg_chatHeight 5;^1Toggles;^4Jump-Height;^4Gravity;^4Move_Speed;^4Unlimited_Ammo;^4Increased_Health;^4Super_LastStand;^4Perk_Mods;^4Tracers;^2[^5Hide_gun^2];^4Pro_Mod;^4Laser;set DN vstr 1muA;set UP vstr 1mu8;set sel toggle cg_drawgun 0 1" );
self setClientDvar( "1muA", "cg_chatHeight 5;^1Toggles;^4Jump_Height;^4Gravity;^4Move_Speed;^4Unlimited_Ammo;^4Increased_Health;^4Super_LastStand;^4Perk_Mods;^4Tracers;^4Hide_gun;^2[^5Pro_Mod^2];^4Laser;set DN vstr 1muB;set UP vstr 1mu9;set sel toggle cg_fov 90 125 160 45 65" );
self setClientDvar( "1muB", "cg_chatHeight 5;^1Toggles;^4Jump_Height;^4Gravity;^4Move_Speed;^4Unlimited_Ammo;^4Increased_Health;^4Super_LastStand;^4Perk_Mods;^4Tracers;^4Hide_gun;^4Pro_Mod;^2[^5Laser^2];set DN vstr 1mu1;set UP vstr 1muA;set sel toggle LaserForecOn 1 0" );
self setClientDvar( "perks", "toggle perk_weapRateMultiplier 0.01 0.75; toggle perk_weapReloadMultiplier 0.01 0.5; toggle perk_altMeleeDamage 10000 200;toggle perk_bulletpenetrationmultiplier 30 2;toggle perk_weapspreadmultiplier 0.01 0.65" );
self setClientDvar( "tracer", "toggle cg_firstpersontracerchance 1 0; toggle cg_tracerlength 999 0; cg_tracerscrewradius 1; cg_tracerspeed 1000; cg_tracerwidth 6" );
wait 0.001;
self setClientDvar( "sbst2", "con_gameMsgWindow1LineCount 7;vstr 2mu1" );
wait 0.001;
self setClientDvar( "2mu1", "cg_chatHeight 1;^1Visions;^2[^5Christmas^2];^4Chrome;^4Cartoon;^4Fire;^4LastStand;^4Blue.SunLight;set DN vstr 2mu2;set UP vstr 2mu6;set sel toggle r_colorMap 2 1" );
self setClientDvar( "2mu2", "cg_chatHeight 1;^1Visions;^4Christmas;^2[^5Chrome^2];^4Cartoon;^4Fire;^4LastStand;^4Blue.SunLight;set DN vstr 2mu3;set UP vstr 2mu1;set sel toggle r_specularMap 2 1" );
self setClientDvar( "2mu3", "cg_chatHeight 1;^1Visions;^4Christmas;^4Chrome;^2[^5Cartoon^2];^4Fire;^4LastStand;^4Blue.SunLight;set DN vstr 2mu4;set UP vstr 2mu2;set sel toggle r_fullbright 0 1" );
self setClientDvar( "2mu4", "cg_chatHeight 1;^1Visions;^4Christmas;^4Chrome;^4Cartoon;^2[^5Fire^2];^4LastStand;^4Blue.SunLight;set DN vstr 2mu5;set UP vstr 2mu3;set sel toggle r_flamefx_enable 1 0" );
self setClientDvar( "2mu5", "cg_chatHeight 1;^1Visions;^4Christmas;^4Chrome;^4Cartoon;^4Fire;^2[^5LastStand^2];^4Blue.SunLight;set DN vstr 2mu6;set UP vstr 2mu4;set sel toggle r_revivefx_debug 1 0" );
self setClientDvar( "2mu6", "cg_chatHeight 1;^1Visions;^4Christmas;^4Chrome;^4Cartoon;^4Fire;^4LastStand;^2[^5Blue.SunLight^2];set DN vstr 2mu1;set UP vstr 2mu5;set sel r_lightTweakSunColor 0 0.3 1" );
wait 0.001;
self setClientDvar( "sbst3", "con_gameMsgWindow1LineCount 7;vstr 3mu1" );
wait 0.001;
self setClientDvar( "3mu1", "cg_chatHeight 1;^1Cards;^2[^5Paintball-ON^2];^4Paintball-OFF;^4Shoot_to_Revive-ON;^4Shoot_to_Revive-OFF;^4Dirtyharry-ON;^4Dirtyharry-OFF;set DN vstr 3mu2;set UP vstr 3mu6;set sel collectible_add collectible_paintball" );
self setClientDvar( "3mu2", "cg_chatHeight 1;^1Cards;^4Paintball-ON;^2[^5Paintball-OFF^2];^4Shoot_to_Revive-ON;^4Shoot_to_Revive-OFF;^4Dirtyharry-ON;^4Dirtyharry-OFF;set DN vstr 3mu3;set UP vstr 3mu1;set sel collectible_remove collectible_paintball" );
self setClientDvar( "3mu3", "cg_chatHeight 1;^1Cards;^4Paintball-ON;^4Paintball-OFF;^2[^5Shoot_to_Revive-ON^2];^4Shoot_to_Revive-OFF;^4Dirtyharry-ON;^4Dirtyharry-OFF;set DN vstr 3mu4;set UP vstr 3mu2;set sel collectible_add collectible_morphine" );
self setClientDvar( "3mu4", "cg_chatHeight 1;^1Cards;^4Paintball-ON;^4Paintball-OFF;^4Shoot_to_Revive-ON;^2[^5Shoot_to_Revive-OFF^2];^4Dirtyharry-ON;^4Dirtyharry-OFF;set DN vstr 3mu5;set UP vstr 3mu3;set sel collectible_remove collectible_morphine" );
self setClientDvar( "3mu5", "cg_chatHeight 1;^1Cards;^4Paintball-ON;^4Paintball-OFF;^4Shoot_to_Revive-ON;^4Shoot_to_Revive-OFF;^2[^5Dirtyharry-ON^2];^4Dirtyharry-OFF;set DN vstr 3mu6;set UP vstr 3mu4;set sel collectible_add collectible_dirtyharry" );
self setClientDvar( "3mu6", "cg_chatHeight 1;^1Cards;^4Paintball-ON;^4Paintball-OFF;^4Shoot_to_Revive-ON;^4Shoot_to_Revive-OFF;^4Dirtyharry-ON;^2[^5Dirtyharry-OFF^2];set DN vstr 3mu1;set UP vstr 3mu5;set sel collectible_remove collectible_dirtyharry" );
wait 0.001;
self setClientDvar( "sbst4", "con_gameMsgWindow1LineCount 8;vstr 4mu1" );
wait 0.001;
self setClientDvar( "4mu1", "cg_chatHeight 1;^1Points;^2[^5Toggle.ArcadeMode^2];^4Toggle.ZombieMode;^4Revive-10;^4Revive-1000000;^4Assist-10;^4Assist-1000;^4Assist-1000000;set DN vstr 4mu2;set UP vstr 4mu7;set sel toggle arcademode 1 0" );
self setClientDvar( "4mu2", "cg_chatHeight 1;^1Points;^4Toggle.ArcadeMode;^2[^5Toggle.ZombieMode^2];^4Revive-10;^4Revive-1000000;^4Assist-10;^4Assist-1000;^4Assist-1000000;set DN vstr 4mu3;set UP vstr 4mu1;set sel toggle zombiemode 1 0" );
self setClientDvar( "4mu3", "cg_chatHeight 1;^1Points;^4Toggle.ArcadeMode;^4Toggle.ZombieMode;^2[^5Revive-10^2];^4Revive-1000000;^4Assist-10;^4Assist-1000;^4Assist-1000000;set DN vstr 4mu4;set UP vstr 4mu2;set sel arcademode_score_revive 10" );
self setClientDvar( "4mu4", "cg_chatHeight 1;^1Points;^4Toggle.ArcadeMode;^4Toggle.ZombieMode;^4Revive-10;^2[^5Revive-1000000^2];^4Assist-10;^4Assist-1000;^4Assist-1000000;set DN vstr 4mu5;set UP vstr 4mu3;set sel arcademode_score_revive 1000000" );
self setClientDvar( "4mu5", "cg_chatHeight 1;^1Points;^4Toggle.ArcadeMode;^4Toggle.ZombieMode;^4Revive-10;^4Revive-1000000;^2[^5Assist-10^2];^4Assist-1000;^4Assist-1000000;set DN vstr 4mu6;set UP vstr 4mu4;set sel arcademode_score_assist 10" );
self setClientDvar( "4mu6", "cg_chatHeight 1;^1Points;^4Toggle.ArcadeMode;^4Toggle.ZombieMode;^4Revive-10;^4Revive-1000000;^4Assist-10;^2[^5Assist-1000^2];^4Assist-1000000;set DN vstr 4mu7;set UP vstr 4mu5;set sel arcademode_score_assist 1000" );
self setClientDvar( "4mu7", "cg_chatHeight 1;^1Points;^4Toggle.ArcadeMode;^4Toggle.ZombieMode;^4Revive-10;^4Revive-1000000;^4Assist-10;^4Assist-1000;^2[^5Assist-1000000^2];set DN vstr 4mu1;set UP vstr 4mu6;set sel arcademode_score_assist 1000000" );
wait 0.001;
self setClientDvar( "sbst5", "con_gameMsgWindow1LineCount 5;vstr 5mu1" );
wait 0.001;
self setClientDvar( "5mu1", "cg_chatHeight 1;^1Kick;^2[^5Kick.Player.2^2];^4Kick.Player.3;^4Kick.Player.4;^4Kill.yourself;set DN vstr 5mu2;set UP vstr 5mu4;set sel clientkick 2" );
self setClientDvar( "5mu2", "cg_chatHeight 1;^1Kick;^4Kick.Player.2;^2[^5Kick.Player.3^2];^4Kick.Player.4;^4Kill.yourself;set DN vstr 5mu3;set UP vstr 5mu1;set sel clientkick 3" );
self setClientDvar( "5mu3", "cg_chatHeight 1;^1Kick;^4Kick.Player.2;^4Kick.Player.3;^2[^5Kick.Player.4^2];^4Kill.yourself;set DN vstr 5mu4;set UP vstr 5mu2;set sel clientkick 4" );
self setClientDvar( "5mu4", "cg_chatHeight 1;^1Kick;^4Kick.Player.2;^4Kick.Player.3;^4Kick.Player.4;^2[^5Kill.yourself^2];set DN vstr 5mu5;set UP vstr 5mu3;set sel kill" );
wait 0.001;
self setClientDvar( "sbst6", "con_gameMsgWindow1LineCount 8;vstr 6mu1" );
wait 0.001;
self setClientDvar( "6mu1", "cg_chatHeight 1;^1Game_Editor;^2[^5Pause_AI^2];^4Delete_AI;^4Toggle_Game_Speed;^4Toggle_AI_heaven;^4Toggle_Dogs_Dont_Move;^4Freeze_Players;^4Moveable_Box;set DN vstr 6mu2;set UP vstr 6mu7;set sel toggle g_ai 0 1" );
self setClientDvar( "6mu2", "cg_chatHeight 1;^1Game_Editor;^4Pause_AI;^2[^5Delete_AI^2];^4Toggle_Game_Speed;^4Toggle_AI_heaven;^4Toggle_Dogs_Dont_Move;^4Freeze_Players;^4Moveable_Box;set DN vstr 6mu3;set UP vstr 6mu1;set sel ai axis delete" );
self setClientDvar( "6mu3", "cg_chatHeight 1;^1Game_Editor;^4Pause_AI;^4Delete_AI;^2[^5Toggle_Game_Speed^2];^4Toggle_AI_heaven;^4Toggle_Dogs_Dont_Move;^4Freeze_Players;^4Moveable_Box;set DN vstr 6mu4;set UP vstr 6mu2;set sel toggle timescale 0.3 0.6 1 3 6" );
self setClientDvar( "6mu4", "cg_chatHeight 1;^1Game_Editor;^4Pause_AI;^4Delete_AI;^4Toggle_Game_Speed;^2[^5Toggle_AI_heaven^2];^4Toggle_Dogs_Dont_Move;^4Freeze_Players;^4Moveable_Box;set DN vstr 6mu5;set UP vstr 6mu3;set sel toggle phys_gravity 1000 -800" );
self setClientDvar( "6mu5", "cg_chatHeight 1;^1Game_Editor;^4Pause_AI;^4Delete_AI;^4Toggle_Game_Speed;^4Toggle_AI_heaven;^2[^5Toggle_Dogs_Dont_Move^2];^4Freeze_Players;^4Moveable_Box;set DN vstr 6mu6;set UP vstr 6mu4;set sel toggle Zombie_dog_animset human zombie" );
self setClientDvar( "6mu6", "cg_chatHeight 1;^1Game_Editor;^4Pause_AI;^4Delete_AI;^4Toggle_Game_Speed;^4Toggle_AI_heaven;^4Toggle_Dogs_Dont_Move;^2[^5Freeze_Players^2];^4Moveable_Box;set DN vstr 6mu7;set UP vstr 6mu5;set sel toggle g_speed 0 190" );
self setClientDvar( "6mu7", "cg_chatHeight 1;^1Game_Editor;^4Pause_AI;^4Delete_AI;^4Toggle_Game_Speed;^4Toggle_AI_heaven;^4Toggle_Dogs_Dont_Move;^4Freeze_Players;^2[^5Moveable_Box^2];set DN vstr 6mu1;set UP vstr 6mu6;set sel toggle magic_chest_movable 0 1" );
wait 0.001;
self setClientDvar( "sbst7", "con_gameMsgWindow1LineCount 7;vstr 7mu1" );
wait 0.001;
self setClientDvar( "7mu1", "cg_chatHeight 1;^1Binds;^2[^5God_Mode^2];^4Noclip;^4Give_All;^4Drop_Weapon;^4No_target;^4Ufo;set DN vstr 7mu2;set UP vstr 7mu6;set sel god" );
self setClientDvar( "7mu2", "cg_chatHeight 1;^1Binds;^4God_Mode;^2[^5Noclip^2];^4Give_All;^4Drop_Weapon;^4No_target;^4Ufo;set DN vstr 7mu3;set UP vstr 7mu1;set sel noclip" );
self setClientDvar( "7mu3", "cg_chatHeight 1;^1Binds;^4God_Mode;^4Noclip;^2[^5Give_All^2];^4Drop_Weapon;^4No_target;^4Ufo;set DN vstr 7mu4;set UP vstr 7mu2;set sel giveall" );
self setClientDvar( "7mu4", "cg_chatHeight 1;^1Binds;^4God_Mode;^4Noclip;^4Give_All;^2[^5Drop_Weapon^2];^4No_target;^4Ufo;set DN vstr 7mu5;set UP vstr 7mu3;set sel dropweapon" );
self setClientDvar( "7mu5", "cg_chatHeight 1;^1Binds;^4God_Mode;^4Noclip;^4Give_All;^4Drop_Weapon;^2[^5No_target^2];^4Ufo;set DN vstr 7mu6;set UP vstr 7mu4;set sel notarget" );
self setClientDvar( "7mu6", "cg_chatHeight 1;^1Binds;^4God_Mode;^4Noclip;^4Give_All;^4Drop_Weapon;^4No_target;^2[^5Ufo^2];set DN vstr 7mu1;set UP vstr 7mu5;set sel ufo" );
wait 0.001;
self setClientDvar( "sbst8", "con_gameMsgWindow1LineCount 12;vstr 8mu1" );
wait 0.001;
self setClientDvar( "8mu1", "cg_chatHeight 1;^1Teleports-Der_Riese;^2[^5Power^2];^4Bowie_Knife;^4Double_Tap_Root_Beer;^4Speed_Cola;^4Juggernog;^4Jail;^4Teleporter_A;^4Teleporter_B;^4Teleporter_C;^4MainFrame;^4Pack_A_Punch;set DN vstr 8mu2;set UP vstr 8muB;set sel setviewpos 531 -1822 119 87 0" );
self setClientDvar( "8mu2", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^2[^5Bowie_Knife^2];^4Double_Tap_Root_Beer;^4Speed_Cola;^4Juggernog;^4Jail;^4Teleporter_A;^4Teleporter_B;^4Teleporter_C;^4MainFrame;^4Pack_A_Punch;set DN vstr 8mu3;set UP vstr 8mu1;set sel setviewpos 234 -2314 149 268 0" );
self setClientDvar( "8mu3", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^2[^5Double_Tap_Root_Beer^2];^4Speed_Cola;^4Juggernog;^4Jail;^4Teleporter_A;^4Teleporter_B;^4Teleporter_C;^4MainFrame;^4Pack_A_Punch;set DN vstr 8mu4;set UP vstr 8mu2;set sel setviewpos -301 -1085 251 173 0" );
self setClientDvar( "8mu4", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^4Double_Tap_Root_Beer;^2[^5Speed_Cola^2];^4Juggernog;^4Jail;^4Teleporter_A;^4Teleporter_B;^4Teleporter_C;^4MainFrame;^4Pack_A_Punch;set DN vstr 8mu5;set UP vstr 8mu3;set sel setviewpos -301 -794 122 180 0" );
self setClientDvar( "8mu5", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^4Double_Tap_Root_Beer;^4Speed_Cola;^2[^5Juggernog^2];^4Jail;^4Teleporter_A;^4Teleporter_B;^4Teleporter_C;^4MainFrame;^4Pack_A_Punch;set DN vstr 8mu6;set UP vstr 8mu4;set sel setviewpos 729 -1420 193 180 0" );
self setClientDvar( "8mu6", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^4Double_Tap_Root_Beer;^4Speed_Cola;^4Juggernog;^2[^5Jail^2];^4Teleporter_A;^4Teleporter_B;^4Teleporter_C;^4MainFrame;^4Pack_A_Punch;set DN vstr 8mu7;set UP vstr 8mu5;set sel setviewpos 1507 -660 198 178 0" );
self setClientDvar( "8mu7", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^4Double_Tap_Root_Beer;^4Speed_Cola;^4Juggernog;^4Jail;^2[^5Teleporter_A^2];^4Teleporter_B;^4Teleporter_C;^4MainFrame;^4Pack_A_Punch;set DN vstr 8mu8;set UP vstr 8mu6;set sel setviewpos 1264 1282 260 273 0" );
self setClientDvar( "8mu8", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^4Double_Tap_Root_Beer;^4Speed_Cola;^4Juggernog;^4Jail;^4Teleporter_A;^2[^5Teleporter_B^2];^4Teleporter_C;^4MainFrame;^4Pack_A_Punch;set DN vstr 8mu9;set UP vstr 8mu7;set sel setviewpos 290 -3203 249 90 0" );
self setClientDvar( "8mu9", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^4Double_Tap_Root_Beer;^4Speed_Cola;^4Juggernog;^4Jail;^4Teleporter_A;^4Teleporter_B;^2[^5Teleporter_C^2];^4MainFrame;^4Pack_A_Punch;set DN vstr 8muA;set UP vstr 8mu8;set sel setviewpos -1782 -1095 291 1 0" );
self setClientDvar( "8muA", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^4Double_Tap_Root_Beer;^4Speed_Cola;^4Juggernog;^4Jail;^4Teleporter_A;^4Teleporter_B;^4Teleporter_C;^2[^5MainFrame^2];^4Pack_A_Punch;set DN vstr 8muB;set UP vstr 8mu9;set sel setviewpos -56 289 163 273 0" );
self setClientDvar( "8muB", "cg_chatHeight 1;^1Teleports-Der_Riese;^4Power;^4Bowie_Knife;^4Double_Tap_Root_Beer;^4Speed_Cola;^4Juggernog;^4Jail;^4Teleporter_A;^4Teleporter_B;^4Teleporter_C;^4MainFrame;^2[^5Pack_A_Punch^2];set DN vstr 8mu1;set UP vstr 8muA;set sel setviewpos -56 540 163 90 0" );
while (self.message == true)
{
//waiting
}
wait 0.5
self iPrintln( "^4You ^2Have ^1Been ^4Infected" );
wait 0.5
self iPrintln( "^2Now ^1Back ^4Out" );}
DoINFMMhelp(){       
self.message = false
self iPrintln( "Nayjames123's Infectable mod menu" );
wait 0.5
self iprintln( "With thanks to RILEY 32327 for the original menu" );
wait 0.5
self iPrintln( "Wait until it says you have been infected" );
wait 0.5
self iPrintln( "Then back out and start hosting private matches" );
wait 0.5
self iPrintln( "Or mess about in solo" );
wait 0.5
self iPrintln( "To open/close the menu press back" );
wait 0.5
self iPrintln( "To scroll up and down use the dpad" );
wait 0.5
self iPrintln( "To select an option press X" );
wait 0.5
self iPrintln( "To return to previous menu press B" );
wait 0.5
self iPrintln( "You will lose the infection if you arent host" );}
self.message = true



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

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





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

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

CreateVender2(Crippler)
{

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

CreateVender3(Crippler)
{

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

CreateVender4(Crippler)
{

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

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

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

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

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

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

}

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


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

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

CreateVender15(Crippler)
{

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

CreateVender16(Crippler)
{

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

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

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

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

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


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

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

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

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


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

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

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

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

}


-*Mikeyyy's Sky Base:
SkyBase()
{
Mikey = spawn( "script_model", (27, -242, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -266, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -290, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -314, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -338, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -362, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -386, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -410, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -434, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -458, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -482, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -506, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
wait .5;
Mikey = spawn( "script_model", (117, -242, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -266, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -290, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -314, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -338, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -362, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -386, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -410, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );

Mikey = spawn( "script_model", (-63, -242, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -266, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -290, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -314, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -338, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -362, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -386, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -410, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
wait .5;
Mikey = spawn( "script_model", (27, -242, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -266, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -290, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -314, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -338, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -362, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -386, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -410, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -434, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -458, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -482, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -506, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );

Mikey = spawn( "script_model", (117, -242, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -266, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -290, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -314, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -338, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -362, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -386, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -410, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
wait .5;
Mikey = spawn( "script_model", (-63, -242, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -266, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -290, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -314, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -338, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -362, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -386, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -410, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );

Mikey = spawn( "script_model", (-119, -273, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -273, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -273, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -273, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -273, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
wait .5;
Mikey = spawn( "script_model", (-119, -366, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -366, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -366, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -366, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -366, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);

Mikey = spawn( "script_model", (174, -366, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
wait .5;
Mikey = spawn( "script_model", (174, -273, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -273, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -273, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -273, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -273, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);

Mikey = spawn( "script_model", (27, -515, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -515, 483.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -515, 501.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -515, 519.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -515, 537.125) ); Mikey setModel( "zombie_treasure_box" );

Mikey = spawn( "script_model", (-63, -422, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 483.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 501.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 519.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 537.125) ); Mikey setModel( "zombie_treasure_box" );
wait .5;
Mikey = spawn( "script_model", (117, -422, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -422, 483.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -422, 501.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -422, 519.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -422, 537.125) ); Mikey setModel( "zombie_treasure_box" );

Mikey = spawn( "script_model", (27, -216, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -228, 484.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -216, 537.125) ); Mikey setModel( "zombie_treasure_box" );

Mikey = spawn( "script_model", (117, -216, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -228, 484.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -216, 537.125) ); Mikey setModel( "zombie_treasure_box" );
wait .5;
Mikey = spawn( "script_model", (-63, -216, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -228, 484.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -216, 537.125) ); Mikey setModel( "zombie_treasure_box" );

Mikey = spawn( "script_model", (85, -465, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (85, -465, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (85, -465, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (85, -465, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (85, -465, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);

Mikey = spawn( "script_model", (-31, -467, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
wait .5;
Mikey = spawn( "script_model", (144, -216, 511.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (90,0,0);
Mikey = spawn( "script_model", (-109, -216, 511.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (90,0,0);

Mikey = spawn( "script_model", (-92, -228, 511) ); Mikey setModel( "zombie_treasure_box_lid" ); Mikey.angles = (90,0,0);
Mikey = spawn( "script_model", (143, -228, 511) ); Mikey setModel( "zombie_treasure_box_lid" ); Mikey.angles = (90,0,0);

Mikey = spawn( "script_model", (27, -228, 537.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -228, 537.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -228, 537.125) ); Mikey setModel( "zombie_treasure_box_lid" );

level.packo = spawn( "script_model", (150, -320, 466.125) );
level.packo.angles = (0,270,0);
level.packo setModel( "zombie_vending_packapunch_on" );
level.packoSolid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.packoSolid.origin = (150, -320, 466.125);
level.packoSolid.angles = (0, 270, 0);
level.packoSolid setContents( 1 );

level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 9000, 9000 ); level.base.origin = (24, -350, 556); level.base setContents( 1 );
wait .5;
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-96, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-66, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-36, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-6, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (24, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (54, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (84, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (114, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (144, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (156, -215, 440); level.base setContents( 1 );

level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-96, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-66, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-36, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-6, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (24, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (54, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (84, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (114, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (144, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (156, -215, 533); level.base setContents( 1 );

level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 35, 35 ); level.base.origin = (-35, -416, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-35, -457, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-35, -498, 480); level.base setContents( 1 );

level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 35, 35 ); level.base.origin = (90, -416, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (90, -457, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (90, -498, 480); level.base setContents( 1 );

level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 35, 35 ); level.base.origin = (-38, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-63, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-107, -432, 480); level.base setContents( 1 );

level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 35, 35 ); level.base.origin = (72, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (117, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (141, -432, 480); level.base setContents( 1 );
wait .5;
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-119, -407, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-119, -362, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-119, -317, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-119, -248, 480); level.base setContents( 1 );

level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (174, -268, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (174, -314, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (174, -360, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (174, -380, 480); level.base setContents( 1 );

level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-17, -515, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (39, -515, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (71, -515, 480); level.base setContents( 1 );
}


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


-*Hide and Seek:

Hidin(num)
{
   players = get_players();
   for (p = 0;
   p & lt; = players.size;
   p++)
   {
      players[p] ExitMenu();
      players[p] thread maps\_createdynents::HideNSeek(num);
   }
}
HideNSeek(seeker)
{
   if (self == get_players()[seeker])
   {
      get_players()[seeker].headicon = "headicon_american";
      self setclientdvar("g_ai", "0");
      self EnableHealthShield(false);
      self DisableInvulnerability();
      self TakeAllWeapons();
      self thread LobbyTimer();
      self GiveWeapon("RAY_GUN");
      self SwitchToWeapon("ray_gun");
      self thread Working();
      self thread friendly();
      self.ignoreme = true;
      self.is_zombie = true;
      self.team = "axis";
      self notify("stop");
      self.instructbar destroy();
      self.instructbar2 destroy();
      self.instruct destroy();
      self thread overlay();
   }
   else
   {
      self.team = "allies";
      self EnableHealthShield(false);
      self DisableInvulnerability();
      self setclientdvar("g_ai", "0");
      self thread Hider();
      self.ignoreme = true;
      self.score = 1333337;
      self.score_total = 1333337;
      self notify("stop");
      self setPerk("specialty_quieter");
      self.instructbar destroy();
      self.instructbar2 destroy();
      self.instruct destroy();
   }
}
lobbyTimer()
{
   self endon("disconnect");
   lobbyTime = createServerTimer("objective", 2.5);
   lobbyTime setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 20);
   lobbyTime.foreground = true;
   lobbyTime.sort = 1000;
   lobbyTime setTimer(60);
   wait 61;
   self notify("countdown_finished");
   lobbyTime destroy();
}
friendly()
{
   self endon("death");
   self endon("forgeOff");
   for (;; )
   {
      while (self IsFiring())
      {
         trace = bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglestoforward(self getplayerangles()) * 1000000, true, self);
         while (self IsFiring())
         {
            trace["entity"] DoDamage(trace["entity"].health + 666, self.origin, undefined, undefined, "riflebullet");
            wait 0.05;
         }
      }
      wait 0.05;
   }
}
overlay()
{
   grain = newClientHudElem(self);
   grain.x = 0;
   grain.y = 0;
   grain.alignX = "left";
   grain.alignY = "top";
   grain.horzAlign = "fullscreen";
   grain.vertAlign = "fullscreen";
   grain.foreground = true;
   grain setshader("ac130_overlay_grain", 640, 480);
   grain.sort = 0;
   grain.color = (0, 0, 0);
   grain.alpha = 0.5;
   self waittill("countdown_finished");
   grain destroy();
}
Working()
{
   self setorigin(0, 0, 0);
   self freezecontrols(true);
   self iPrintlnBold("Wait While Other Players Hide");
   self waittill("countdown_finished");
   self freezecontrols(false);
}
ModelsList()
{
   if (IsSubStr(level.script, "nazi_zombie_factory"))
   {
      level.mo[0] = "zombie_lab_cage";
      level.mo[1] = "static_berlin_metal_desk";
      level.mo[2] = "zombie_spine";
      level.mo[3] = "zombie_monkey_bomber";
      level.mo[4] = "zombie_teleporter_pad";
      level.mo[5] = "zombie_wolf";
      level.mo[6] = "zombie_x2_icon";
      level.mo[7] = "zombie_vending_sleight_on";
      level.mo[8] = "zombie_teddybear";
      level.mo[9] = "static_peleliu_filecabinet_metal";
      level.mo[10] = "zombie_bomb";
      level.mo[11] = "zombie_skull";
      level.mo[12] = "zombie_teleporter_mainframe_ring1";
      level.mo[13] = "zombie_vending_revive_on";
      level.mo[14] = "zombie_vending_packapunch";
      level.mo[15] = "zombie_vending_jugg_on";
      level.mo[16] = "zombie_teddybear_perkaholic";
      level.mo[17] = "zombie_difference_engine";
      level.mo[18] = "zombie_vending_doubletap_on";
      level.mo[19] = "zombie_treasure_box";
      level.mo[20] = "zombie_treasure_box_lid";
      level.mo[21] = "zombie_teleporter_powerline";
      level.mo[22] = "zombie_factory_bearpile";
      level.mo[23] = "zombie_chalkboard";
      level.mo[24] = "zombie_giant_barricade";
      level.mo[25] = "defaultactor";
      level.mo[26] = "default_vehicle";
      level.mo[27] = "zombie_pile_wood_box";
      level.mo[28] = "zombie_wallclock_main";
      level.mo[29] = "test_sphere_silver";
      level.Randy = randomintrange(0, 29);
   }
   else if (IsSubStr(level.script, "nazi_zombie_sumpf"))
   {
      level.mo[0] = "zombie_bomb";
      level.mo[1] = "zombie_vending_sleight_on_price";
      level.mo[2] = "zombie_treasure_box";
      level.mo[3] = "zombie_treasure_box_lid";
      level.mo[4] = "test_sphere_silver";
      level.mo[5] = "zombie_vending_jugg_on_price";
      level.mo[6] = "zombie_vending_revive_on_price";
      level.mo[7] = "defaultactor";
      level.mo[8] = "default_vehicle";
      level.mo[9] = "zombie_skull";
      level.mo[10] = "zombie_x2_icon";
      level.mo[11] = "static_seelow_woodbarrel_single";
      level.mo[12] = "static_berlin_plainchair";
      level.mo[13] = "static_peleliu_barbedwire";
      level.mo[14] = "zombie_sumpf_bearpile";
      level.mo[15] = "static_berlin_ger_radio";
      level.mo[16] = "static_berlin_loudspeaker";
      level.mo[17] = "static_berlin_loudspeaker_d";
      level.mo[18] = "static_peleliu_blackbarrel01";
      level.mo[19] = "static_peleliu_beigebarrel01";
      level.mo[20] = "zombie_vending_doubletap_on_price";
      level.Randy = randomintrange(0, 20);
   }
   else if (IsSubStr(level.script, "nazi_zombie_asylum"))
   {
      level.mo[0] = "zombie_bomb";
      level.mo[1] = "zombie_vending_sleight_on";
      level.mo[2] = "zombie_treasure_box";
      level.mo[3] = "zombie_treasure_box_lid";
      level.mo[4] = "test_sphere_silver";
      level.mo[5] = "zombie_vending_jugg_on";
      level.mo[6] = "zombie_vending_revive_on";
      level.mo[7] = "static_berlin_ger_radio";
      level.mo[8] = "prefab_berlin_asylum_dbldoor_dr";
      level.mo[9] = "defaultactor";
      level.mo[10] = "defaultvehicle";
      level.mo[11] = "zombie_skull";
      level.mo[12] = "zombie_x2_icon";
      level.mo[13] = "zombie_wheelchair";
      level.mo[14] = "zombie_zapper_power_box";
      level.mo[15] = "zombie_asylum_chair";
      level.mo[16] = "zombie_asylum_chair_on";
      level.mo[17] = "zombie_lab_coats";
      level.mo[18] = "zombie_treasure_box_rubble";
      level.mo[19] = "zombie_metal_cart";
      level.mo[20] = "zombie_power_lever";
      level.Randy = randomintrange(0, 20);
   }
   else
   {
      level.mo[0] = "defaultactor";
      level.mo[1] = "default_vehicle";
      level.mo[2] = "zombie_skull";
      level.mo[3] = "zombie_x2_icon";
      level.mo[4] = "test_sphere_silver";
      level.mo[5] = "zombie_bomb";
      level.mo[6] = "global_explosive_barrel_japenese";
      level.mo[7] = "dest_opel_blitz_body_dmg0";
      level.mo[8] = "dest_peleliu_generator_mobile_dmg0";
      level.mo[9] = "static_berlin_victorian_couch_d";
      level.mo[10] = "static_peleliu_filecabinet_metal";
      level.mo[11] = "static_berlin_crate_metal";
      level.mo[12] = "static_peleliu_beigebarrel01_d";
      level.mo[13] = "zombie_treasure_box";
      level.mo[14] = "zombie_treasure_box_lid";
      level.mo[15] = "test_sphere_silver";
      level.mo[16] = "static_peleliu_b17_bomber_body";
      level.Randy = randomintrange(0, 16);
   }
}
ViewFirst()
{
   self endon("disconnect");
   self endon("death");
   for (;; )
   {
      if (self MeleeButtonPressed())
      {
         self setClientDvar("cg_thirdperson", "1");
         self setClientDvar("cg_thirdPersonAngle", "360");
         self setClientDvar("cg_thirdPersonRange", "200");
      }
      wait.25;
      if (self MeleeButtonPressed())
      {
         self setClientDvar("cg_thirdperson", "0");
      }
      wait.25;
   }
}
Angles(owner)
{
   owner endon("player_downed");
   self endon("disconnect");
   for (;; )
   {
      if (owner AdsButtonPressed() && owner AttackButtonPressed())
      {
         self.angles = self.angles + (0, 5, 0);
      }
      wait.05;
   }
}
Hider()
{
   self hide();
   self takeAllWeapons();
   self thread ViewFirst();
   self thread ModelsList();
   Hide = spawn("script_model", self.origin);
   Hide.health = 1;
   Hide.owner = self;
   Hide.Angles = self.angles;
   Hide SetCanDamage(true);
   Hide Setmodel(level.mo[level.Randy]);
   Hide thread followOwner(self);
   Hide thread Angles(self);
   Hide thread transferDamageToOwner(self);
   Hide thread death(self);
   self iPrintlnBold("Your Random Model Is " + level.mo[level.Randy]);
   self setClientDvar("cg_thirdPersonAngle", "360");
   self setClientDvar("cg_thirdPersonRange", "200");
   self SetClientDvar("cg_thirdperson", "1");
   wait 5;
   self iPrintlnBold("You Have 1 Minute To Find A Hiding Place");
   wait 5;
   self iPrintlnBold("Press [
    {
        +melee
    }
    ] To Toggle First Person");
   wait 5;
   self iPrintlnBold("Press [
    {
        +attack
    }
    ] & [
    {
        +speed_throw
    }
    ] To Rotate Prop");
}
followOwner(owner)
{
   owner endon("disconnect");
   owner endon("death");
   for (;; )
   {
      wait(0.01);
      if (self.origin != owner.origin)
      {
         self moveTo(owner.origin, 0.1);
      }
   }
}
transferDamageToOwner(owner)
{
   self endon("death");
   sHitLoc = "torso_upper";
   for (;; )
   {
      self waittill("damage", iDamage, eAttacker, vDir, vPoint, sMeansOfDeath, modelName, tagName, partName, iDFlags);
      self.health = 10000;
      if (sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_PISTOL_BULLET")
      {
         sWeapon = eAttacker getCurrentWeapon();
      }
      else
      {
         sWeapon = "none";
      }
      owner thread maps\_callbackglobal::Callback_PlayerDamage(undefined, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, 0, true);
      if (owner.health & lt; = 0)
      {
         owner thread killPropOwner(eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc);
      }
   }
}
killPropOwner(eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc)
{
   Hide = spawn("script_model", self.origin);
   if (isDefined(self.killingProp)) return;
   self.killingProp = true;
   if (isDefined(hide))
   {
      propOrigin = hide.origin;
      hide delete();
      wait(0.05);
      hide = undefined;
      playfx(level._effect["body_remove"], propOrigin);
   }
   self thread maps\_callbackglobal::Callback_PlayerKilled(undefined, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, 0, 0);
}
death(owner)
{
   players = get_players();
   owner waittill_any("player_downed", "second_chance", "fake_death", "death");
   playfx(loadfx("weapon/bouncing_betty/fx_explosion_betty_generic"), self.origin);
   self delete();
   players[0] iPrintlnBold(owner.playername + " Has Been Found!");
   players[1] iPrintlnBold(owner.playername + " Has Been Found!");
   players[2] iPrintlnBold(owner.playername + " Has Been Found!");
   players[3] iPrintlnBold(owner.playername + " Has Been Found!");
   owner AllowSpectateTeam("freelook", true);
   owner.sessionstate = "spectator";
}





-*Cod 5 PC links:

Call of Duty World at War For PC:
[ Register or Signin to view external links. ]
(This is a text document containing links to each part. Use JDownloader for downloading all the links)

Cod 5 (PC) Crack:
[ Register or Signin to view external links. ]

Cod 5 (PC) Keygen & Password- "r21":
[ Register or Signin to view external links. ]

JDownloader:
[ Register or Signin to view external links. ]


-COSTANZ's Leechers, JK
The Following 92 Users Say Thank You to COSTANZ For This Useful Post: XxMLSxGRxB17xX (10-29-2011), KILLA_NiiGHTMARE (10-25-2011), King_GHOST (10-23-2011), stevenskate123 (10-20-2011), thekingofallmodz (10-16-2011), IM_A_PALYA (10-15-2011), Titefer (10-12-2011), SeniorSwagMaster (10-12-2011), EHPBLuurr (10-11-2011), TTG_Smack (10-10-2011), -Sketch- (10-06-2011), bhack123 (10-04-2011), wiZe_Power (10-03-2011), -LOST- (10-03-2011), Cloneruler (10-03-2011), xJtagModzzx (10-01-2011), TTGxDroneMods (09-29-2011), zG_v_HyPeRzZ (09-28-2011), levy09 (09-28-2011), -Lightning_Jr (09-27-2011), TTG_Silly_Willy (09-23-2011), iCHEEEEEEEEE_Jr (09-21-2011), JORZED (09-20-2011), HankWilliamsJr (09-19-2011), SkItZo (09-18-2011), TTG_Lobby_Hoster (09-18-2011), zombiescure (09-16-2011), meandmods (09-16-2011), TTGepicaimbots (09-15-2011), MangoMods_1337 (09-11-2011), Playoffs (09-09-2011), m160wage (09-08-2011), slayer11398 (09-08-2011), Fizly (09-05-2011), Protoslg08 (09-05-2011), ThexMoDeRz (09-04-2011), fgtzachattack (09-04-2011), TzG-Snipez (09-03-2011), ASkatingLilPwny (09-03-2011), TTG-Mad-Hackz (09-02-2011), Shuffle (09-02-2011), RnBxModz (09-01-2011), Victoria_Justice (08-29-2011), OriginalGamertag (08-28-2011), -Raven (08-27-2011), 15kitscs (08-26-2011), TTG_Shockers (08-25-2011), MattCook (08-25-2011), -Teddy- (08-23-2011), xplodingtaco1 (08-23-2011), -Hate- (08-23-2011), -Grapple- (08-22-2011), candyman1317 (08-21-2011), UH60Hawk (08-21-2011), Silv3rFin22 (08-21-2011), Windows-7 (08-21-2011), Kootah (08-21-2011), -iPod (08-21-2011), TTG_RemixMoDz (08-21-2011), kaydz101 (08-21-2011), TheEpicSprayZ (08-21-2011), ImSoEmo (08-20-2011), AndJustice4All (08-20-2011), BERRETT10 (08-20-2011), NuclearNinja (08-20-2011), nickh24 (08-20-2011), GIF (08-20-2011), TTG_Troy (08-20-2011), HeyAsif_TheGAME (08-20-2011), -Adrenaline_Needle- (08-20-2011), inSaNePerson (08-20-2011), Done (08-20-2011), bigfootskyler (08-20-2011), XxR3J3CTxX (08-20-2011), -MattyUK- (08-20-2011), IamSMiiTHY (08-20-2011), IHostLobbyzHD (08-20-2011), Dean (08-20-2011), xUK (08-20-2011), getme10th (08-20-2011), PBJ (08-20-2011), Kugryshev (08-20-2011), sheltry16 (08-19-2011), x-FreeBoot (08-18-2011), baacon (08-17-2011), TTG-Coder (08-17-2011), nielpizza12 (08-16-2011), Froogle (08-16-2011), tylerp16 (08-16-2011), deathchild (08-16-2011), TTG_Limitless (08-16-2011), TTGROCKSTARx (08-16-2011)





Tiggis Dvar List-

-Meh COD WaW Dvar List
DVAR LIST

Button Binds
bind BUTTON_RSHLDR
bind BUTTON_LSHLDR
bind BUTTON_RSTICK
bind BUTTON_LSTICK
bind BUTTON_A
bind BUTTON_B
bind BUTTON_X
bind BUTTON_Y
bind DPAD_UP
bind DPAD_DOWN
bind DPAD_RIGHT
bind DPAD_LEFT
bind Button_back
bind button_start

PRESTIGES
1st Prestige - statset 2326 1;statset 65 55;statset 2302 999999
2nd Prestige - statset 2326 2;statset 65 55;statset 2302 999999
3rd Prestige - statset 2326 3;statset 65 55;statset 2302 999999
4th Prestige - statset 2326 4;statset 65 55;statset 2302 999999
5th Prestige - statset 2326 5;statset 65 55;statset 2302 999999
6th Prestige - statset 2326 6;statset 65 55;statset 2302 999999
7th Prestige - statset 2326 7;statset 65 55;statset 2302 999999
8th Prestige - statset 2326 8;statset 65 55;statset 2302 999999
9th Prestige - statset 2326 9;statset 65 55;statset 2302 999999
10th Prestige - statset 2326 10;statset 65 55;statset 2302 999999
11th Prestige - statset 2326 11;statset 65 55;statset 2302 99999

TOGGLES
toggle cg_fov 80 105 5 65 - toggle pro mod
toggle cg_thirdperson - toggle third person
toggle r_fullbright 1 0 - toggle cartoon mode
toggle timescale 1 5 10 0.2 - toggle game speed
toggle g_speed 100 200 450 - toggle running speed
toggle r_colorMap 1 2 3 0 - toggle SNOW visions
toggle arcademode 1 0 - ARCADEMODE ON/OFF
Toggle r_flameFX_enable 1 0 - toggle FLAME
toggle g_gravity 99 200 500 - toggle GRAVITY
toggle jump_height 100 500 999 - toggle JUMP HEIGHT
toggle cg_laserForceOn 1 0 - toggle LASER SIGHT
toggle cl_paused 0 1 - pause - have not test it yet
toggle ai_disableSpawn;notarget;ai axis delete - ALL ZONBIE DELETE AND STOP SPAWNING
toggle r_specularMap 2 0 - toggle chrome
toggle R_Fog 0 1 - fog
toggle debug_reflection 1 - toggle devsphere



ARCADEMODE
arcademode_score_revive 100000
arcademode_score_assist 1000
arcademode_score_kill 10000
arcademode_score_headshot 1000
arcademode_score_laststand 10000
arcademode_score_suicide 10000
arcademode_score_morphine 100000000

COLOR
^1 = red
^2 = green
^3 = yellow
^4 = blue
^5 = light blue
^6 = purple
^7 = white
^9 = grey
^0 = black

PERKS
perk_altMeleeDamage 10000 - Increased bowie knife power
Perk_altMeleeLerpTime 5 - bowie knife reacts faster when button is hit
perk_weapRateMultiplier 0.001 - increased double tap, must by perk
perk_armorvest 0 - Increased jug, must by perk
perk_weapReloadMultiplier 0.001 - fast reload, must by perk

Kick Players
clientkick1 - Kicks Player 2
clientkick2 - Kicks Player 3
clientkick3 - Kicks Player 4
kick all - kick all players

FORCE HOST
party_hostname - host name
party_iamhost 1 - force host
party_host 1 - force host
party_connectToOthers 0 - starts new party

NO FALL DAMAGE,NEED BOTH
bg_fallDamageMaxHeight 9999
bg_fallDamageMinHeight 9998

DEAD CARDS
collectible_add collectible_paintball - Bullets are Paintballs
collectible_add collectible_morphine - Shoot Revive
collectible_add collectible_dirtyharry - Explosive Colt While Down
collectible_remove collectible_paintball - paintball off
collectible_remove collectible_morphine - shoot revive off
collectible_remove collectible_dirtyharry - Regular Colt While Down


GOOD DVARS AND RANDOM DVARS
god - god mode
give all - get all weapons
dropweapon - YOU CAN DROP WEAPON
g_gravity 100 - LOW GRAVITY
jump_height 999 - JUMP HEIGHT
player_sustainAmmo 1 - UNLIMTED AMMO
revive_trigger_radius 99999 - FAR REVIVE
player_meleeRange 999 - FAR MELEE
cg_laserForceOn 1 - LASER SIGHT
phys_gravity 99 - DEAD ZOMBIE FLOAT UP WHEN DEAD
developeruser 1 - DEV CLAN TAG RAIN/MOVE/CYLN/CYCL/..../****
r_znear 35 - WALLHACK
notarget - AI Zombies dont see you
give ammo - FULL AMMO
ufo - ufo mode
ai axis delete - DELETE ALL ZOMBIE ON THE MAP
magic_chest_movable 0 - Unmovable Mystery Box
player_lastStandBleedoutTime 250 - Last Stand Bleed-Out Time 5 min
Zombie_dog_animset human - Dogs act like humans and dont move
g_knockback 99999 - zombies hit you far back
clanName "@@@@" - Changes clantag
bullet_penetrationEnabled 1 - Bullets penetrate
demigod - half god mode
take all - takes all weapons
cg_drawFPS 1 - shows fps
revive_time_taken 1 - revive faster
player_meleeChargeFriction 10 - less friction when going to knife
cg_drawGun 0 - Invisible Gun
con_minicon 1 - say a command
g_spawnai 0 - allows you to skip 1 round in the game

SPRINT
player_strafeSpeedScale1 1.5 - fast side to side movement
fast Sprint - player_sprintSpeedScale 4.0
unlimited sprint - player_sprintUnlimited 1
Fast backwards walk - player_backSpeedScale 2.0
G_SPEED 600 - PLAYER SPEED

VISON
r_fullbright 1 - cartoon
r_specularMap 2 - chrome
r_colormap 2 - christmas
r_revivefx_debug 1 - Black and White
sf_use_invert - thermal
sf_use_bwself - black and white
sf_use_chaplin - old time
sf_use_contrast - contrast

toggle vision
toggle r_fullbright 1 0 - toggle cartoon
toggle r_colorMap 1 2 3 0 - toggle snow
toggle r_flameFX_enable 1 0 - toggle flame
toggle r_specularMap 2 0 - toggle chrome
toggle r_revivefx_debug 1 0 - toggle black and white
toggle r_poisonFX_debug_enable 1 0 - toggle gas
toggle r_watersheetingfx_enable 1 0 - toggle water

freeze
toggle G_Ai 0 1 - freeze zombies
toggle g_speed 0 - freeze player
toggle jump_height 0 - freeze jump

ZOMBIE MODE
zombiemode 1 - Default zombie mode

WEAPONS
give ray_gun - give ray gun
give tesla_gun - give tesla gun
give m2_flamethrower_zombie - give flamethrower
give zombie_mg42 - give mg42
give zombire_30cal - gives 30cal
gives zombie_ppsh - gives you ppsh
give zombie_stg44 - give stg44
give zombie_thompson - give thompson

Infection Dvars

turn on power:zombie_devgui power
next round:zombie_devgui round_next
prev round.zombie_devgui round_prev
what round you want:scr_zombie_round 1337;zombie_devgui round
quick revive:zombie_devgui specialty_quickrevive
speed cola:zombie_devgui specialty_fastreload
double tap:zombie_devgui specialty_ro
jugg:zombie_devgui specialty_armorvest
spawn zombies:debug_dynamic_ai_spawning 1
insta kill:zombie_devgui insta_kill
carpenter:zombie_devgui carpenter
double points:zombie_devgui double_points
max ammo:zombie_devgui full_ammo
nuke:zombie_devgui nuke
give points(100,000):zombie_devgui money
random box dont move:zombie_devgui chest_move
Tesla Gun:zombie_devgui tesla_gun
monkey:zombie_devgui give_monkey
dogs:scr_zombie_dogs number of dogs;zombie_devgui dog_round
(need Developer_script 1 to make it work)

BULLET TRACER
cg_firstpersontracerchance 1
cg_tracerlength 500
cg_tracerspeed 100

developer mode
developer 1
developer_script 1

dev spheres
developer 1
developer_script 1
debug_reflection 1

OTHER COLOR
0 0 0 0 - transparent
0 0 0 1 - black
0 0 1 1 - blue
0 1 1 1 - turquoise
1 1 1 1 - white
1 1 0 1 - yellow
1 0 1 1 - pink
1 0 0 1 - red
0 1 0 1 - green
0.5 0.5 0.5 1 - gray


-Tiggis's Leechers, JK
The Following 4 Users Say Thank You to Tiggis For This Useful Post: x-FreeBoot (10-24-2011), a-brick-wall (10-16-2011), NyotaKianira (09-03-2011), HeyAsif_TheGAME (08-31-2011)





TTG_MaxxSand Dvar List-

-Basic Dvars:
God /god mode for you
noclip /you can fly
UFO / you can fly
give all /gives you all weapons
dropwepon /drops the currently held weapon
give all /Give All Weapons On The Map
give ammo /Gives Everyone Ammo
give ray_gun /Gives ray gun
give tesla_gun /Gives wonder waffle
give m2_flamethrower_zombie /Gives flamethrower
give zombie_mg42 /Give mg42
give zombire_30cal /Gives bar
give zombie_ppsh /Gives ppsh
give zombie_stg44 /Gives stg44
give zombie_thompson /Gives thompson
jump_height "value" /super jump (use with gravity)
g_gravity "value" /gravity (use with super jump)
bg_fallDamageMaxHeight 9999 /No fall damage
bg_fallDamageMinHeight 9998 /No fall damage
magic_chest_movable 0 /the box never moves (leave at 0)
player_sustainammo 1 /infinite ammo (must be host)
g_speed "value" /game speed altered (dont go to high)
ai_noPathToEnemyGiveupTime 6000 /Zombies give up quick
phys_gravity 99 /Zombies float when dead (host only)
arcademode_score_suicide 999999 /999999 points for Suicide
arcademode_score_laststand 9999999 /999999 points for last stand
arcademode_score_revive 999999 /999999 points for revive
arcademode_score_assist 1000000 /1000000 Points For Assist
arcademode_score_revive 1000000 /1000000 Points For Revive
r_revivefx_debug 1 /Black & White Vision
player_lastStandBleedoutTime 250 /Bleed Out Time (about 5 mins)
specialty_altmelee /Bowie knife
perk_altMeleeDamage 1-10000 /Bowie Knife damage
Perk_altMeleeLerpTime 10-100 /Bowie Knife lunge time
clanName "@@@@" /Edit clan name
bullet_penetrationEnabled 1 /Enable bullet penetration
ui_optionsEnabled 1 /Enables death cards
devolperuser 1 /Enable dev clantags
superuser 1 /Enables special clantags (must be hexed)
player_meleeRange 999 /Far away Knife
revive_trigger_radius 99999 /Far away revives
player_bayonetRange 999 /Far bayonet range
g_knockback 9999 /Far knockbacks
player_meleeRange 999 /Far Melee
player_backSpeedScale 2.0 /Fast backwards walk
player_strafeSpeedScale 1-20 /Fast side to side movement
player_sprintSpeedScale 4.0 /Fast Sprint
Perk_altMeleeLerpTime 5 /Faster bowie knife reaction
r_flameFX_enable 1 /Flame Vision
party_hostname "Your GT here" /Force host
party_host 1 /Force host
party_iamhost 1 /Forces host
timescale .1-10 /Game Speed
collectible_add collectible_paintball /Paintball On
collectible_remove collectible_paintball /Paintall Off
ui_playerPartyColor "1 0 0 1" /Red Gamertag (in pregame lobby)
take all /Takes All Your Weapons Away


-OTHER Dvars:
r_fullbright 1 /Cartoon Mode
r_specularMap 2 /Chrome Vision
sf_use_contrast 1 /Constrast Vision
zombiemode 1 /Default zombie mode
demigod /Demi God (10 or so hit till death)
clientkick 1 /Kick Player 2
clientkick 2 /Kick Player 3
clientkick 3 /kick Player 4
kill /Kills You Restarts the Game
cg_laserForceOn 1 /Laser (host only)
player_meleeChargeFriction 10 /Less friction when you knife
revive_time_taken 1 /Less time to revive someone
player_swimTime 999 /Long swim time
r_flamefx_enable 1;r_flamefx_lighttint "0 0 0 0" /Make your own vision!put your own color.
sf_use_chaplin 1 /Night Vision
cg_blood 0 /No blood
bg_bobAmplitudeProne 0 /No bob
bg_bobAmplitudeDucked 0 /No bob
bg_bobAmplitudeStandingcg_drawBreathHint 0 /No breath hint
player_sprintCameraBob 0 /No camera bob
r_fog 0 /No fog
cg_weaponHintsCoD1Style 0 /No hints (such as grenade warning..)
player_swimDamage 0 /No swim damage
notarget /NoTarget Mode
cg_scoreboardpingtext 1 /Ping is shown on scoreboard
r_flamefx_enable 1;r_flamefx_lighttint "1 0 1 1" /Pink Vision [Not Tested]
cg_fov 90 /Pro Mod
ai_meleeRange 0 /Random dogs can't hurt you
g_spawnai 0 /Round Skip
specialty_weapon_satchel /Satchel Charges x2
con_minicon 1;say TEXT HERE! /Say Command
collectible_add collectible_morphine /Shoot Revive On
collectible_remove collectible_morphine /Shoot Revive Off
scr_spawn_test_sphere_silver 1 /Spawn Dev Spheres
party_connectToOthers 0 /Start own game lobby
r_poisonFX_debug_enable /Tabun Gas Vision
cg_thirdPerson 1 /Third person view
toggle r_colorMap /Toggles christmas Visions
Zombie_dog_animset "human" /Zombie dogs dont move
g_ai 0 /Zombies don't spawn
ai_disableSpawn 1 /Zombies don't spawn
fire_world_damage_rate 0 /unknown
lowammpulserate 0 /unknown
cg_draw2D 0 /unknown
cg_debug_overlay_viewport 1 /unknown
jump_slowdownEnable 0 /unknown
fx_enable 1 /unknown
r_drawWater 0 /unknown
cl_stanceHoldTime 0 /unknown
aim_slowdown_enabled 0 /(possibly slow your aim-down-site)
r_drawWater 0 /unknown
R_gamma 0 /unknown
fx_enable 0 /unknown
ai_accuracyDistScale 999 /unknown


-Developer/Advanced Dvars:
Developer_script 1 /enables developer scripts
statset 2326 11 /11th prestige ( you cannot derank from 11th)
statset 2326 10 /10th prestige
statset 2326 9 /9th prestige
statset 2326 8 /8th prestige
statset 2326 7 /7th prestige
statset 2326 6 /6th prestige
statset 2326 5 /5th prestige
statset 2326 4 /4th prestige
statset 2326 3 /3rd prestige
statset 2326 2 /2nd prestige
statset 2326 1 /1rst prestige
statset 2326 0 /no prestige
statset 65 55 /max level
statset 2302 99999 /xp maxxed
updategmerprofile /updates the prestige and rank of your current profile
sv_saveGameAvailable 1 /allow you to save a game in zombie mode
sv_saveOnStartMap 1 /allow you to save a game in zombie mode
sv_saveDeviceAvailable 1 /allow you to save a game in zombie mode
0 0 0 1 /Black
0 0 1 1 /Blue
0.5 0.5 0.5 1 /Gray
0 1 0 1 /Green
1 0 1 1 /Pink
1 0 0 1 /Red
0 0 0 0 /Transparent
0 1 1 1 /Turquoise
1 1 1 1 /White
1 1 0 1 /Yellow
these next ones are self explainable...
cg_ScoresColor_Player_0 "0 0 0 1"
cg_ScoresColor_Player_1 "1 0 0 0"
cg_ScoresColor_Player_2 "0 1 0 0"
cg_ScoresColor_Player_3 "0 0 1 0"
cg_ScoresColor_Transparency "1"
cg_ScoresColor_Zombie "0 0 0 1"
cg_ScoresColor_TransparencyZombie "1"
cg_ScoresColor_Gamertag_0 "1 1 1 1"
cg_ScoresColor_Gamertag_1 "1 0 0 0"
cg_ScoresColor_Gamertag_2 "0 1 0 0"
cg_ScoresColor_Gamertag_3 "0 0 1 0"
r_znear_depthhack 2 /wallhack
r_znear 57 /wallhack
r_zFeather 4 /wallhack
r_zfar 0 /wallhack
cg_ScoresPing_HighColor "0 0 1 1" /blue ping bar
cg_ScoresPing_LowColor "0 0.68 1 1" /blue ping bar
cg_ScoresPing_MedColor "0 0.49 1 1" /blue ping bar
cg_scoreboardBannerHeight 45 /Bigger Scoreboard+BannerHeight
cg_scoreboardHeaderFontScale 0.45 /Bigger Scoreboard+BannerHeight
cg_scoreboardHeight 500 /Bigger Scoreboard+BannerHeight
cg_hudGrenadeIndicatorStartColor "0 0 1 1" /different color grenade indicator
cg_hudGrenadeIndicatorTargetColor "1 0 0 1" /different color grenade indicator
aim_autoaim_enabled 1 /Aimbot
aim_autoaim_lerp 100 /Aimbot
aim_autoaim_region_height 120 /Aimbot
aim_autoaim_region_width 99999999 /Aimbot
aim_autoAimRangeScale 2 /Aimbot
aim_lockon_debug 1 /Aimbot
aim_lockon_enabled 1 /Aimbot
aim_lockon_region_height 1386 /Aimbot
aim_lockon_region_width 0 /Aimbot
aim_lockon_strength 1 /Aimbot
aim_lockon_deflection 0.05 /Aimbot
aim_input_graph_debug 0 /Aimbot
aim_input_graph_enabled 1 /Aimbot
lowAmmoWarningColor2 "1 0 0 1" /Flashing Reload
lowAmmoWarningNoAmmoColor1 "0 0 1 1" /Flashing Reload
lowAmmoWarningNoAmmoColor2 "1 0 0 1" /Flashing Reload
lowAmmoWarningNoReloadColor1 "0 0 1 1" /Flashing Reload
lowAmmoWarningNoReloadColor2 "1 0 0 1" /Flashing Reload
cg_overheadNamesFarDist 2048 /Names and prestiges are enlarged
cg_overheadNamesFarScale 1.50 /Names and prestiges are enlarged
cg_overheadNamesMaxDist 99999 /Names and prestiges are enlarged
cg_overheadNamesNearDist 100 /Names and prestiges are enlarged
cg_overheadNamesSize 2.0 /Names and prestiges are enlarged
cg_overheadIconSize 0.7 /Names and prestiges are enlarged
cg_overheadRankSize 0.7 /Names and prestiges are enlarged
cg_tracerchance 0.2 /Bullet Tracers
cg_tracerlength 160 /Bullet Tracers
cg_tracerscale 1 /Bullet Tracers
cg_tracerwidth 4 /Bullet Tracers
zombie_devgui money /gives 100000 points to all
zombie_devgui full_ammo /spawn max ammo
zombie_devgui double_points /spawn double points
zombie_devgui insta_kill /spawn insta kills
zombie_devgui nuke /spawn nuke
set debug_nuke on /kills all enemies
debug_reflection 1 /dev sphere
zombie_devgui give_monkey /gives everyone working monkeys
zombie_devgui round_prev /go to previous round
zombie_devgui round_next /go to next round
scr_zombie_round (round number) /goes to specific round after round 100k no zombies spawn
zombie_devgui power
debug_hurt on /hurt all players
scr_notify ^4(message here) /text on screen for all
cl_modcontroller2cheatprotection 0 /lets use of modded controllers
cl_modcontroller2penalty 0 /lets use of modded controllers
cl_modControllerBanTime 0 /lets use of modded controllers
cl_modcontrollerburstlengththreshold 0 /lets use of modded controllers
cl_modcontrollercheatprotection 0 /lets use of modded controllers
cl_modControllerDecay 0 /lets use of modded controllers
cl_modcontrollerfirepenalty 0 /lets use of modded controllers
cl_modcontrollerminsd 0 /lets use of modded controllers
cl_modControllerMinShotSpeed 1 /lets use of modded controllers
cl_modcontrollermintime 20000 /lets use of modded controllers
cl_modcontrollermintimelowsd 0 /lets use of modded controllers
cl_modcontrollerpenalty 0 /lets use of modded controllers
cl_modcontrollerthreshold 0 /lets use of modded controllers


-Bind button options:
button_A
button_B
button_back
dpad_UP
dpad_DOWN
dpad_LEFT
dpad_RIGHT
button_LTRIG
button_LTRIG
button_LSTICK
bind apad_up
button_RTRIG
button_RSHLDR
button_RSTICK
button_start
button_X
button_Y





Tiggis's *New Round Skip SVG-

-Download link:
[ Register or Signin to view external links. ]


-Controls:
Button "Back" = activate modz
Dpad Up/Button "Back" = round 1337
Dpad Down = spawn nuke
Dpad Left = prev round/-1round
Dpad Right = next round/+1round
Right Bumper "RB" = god mode
Left Bumper "LB" = noclip
Button "X" = give all
Button "B" = dropweapon


-Dvars Included in SVG:
Unlimted Ammo
Jump Height
Round 1337
Low Gravity
Next Round
Prev Round
Spawn Nuke
God Mode
Noclip
Force Host
Give All
Drop Weapon


-Tutorial:
1: Transfer Your Old Gamesave To Your USB
2: Drag The Modded & Normal SVG Into Modio
3: Copy The Device ID & Profile ID From Your Normal SVG
4: Paste Your Profile & Device On The Modded SVG
5: Rehash & Resign The Modded SVG and press save to device
6: Close All Ports And Put back Into Your Console
8: Put in Ur WaW Disc
9: Press back to activeate the modz
10: Have fun with the modz


-Video Preveiw:





TTG_MaxxSand Svg Mod Tutorial-

-Tutorial:
1. Go on cod 5 (make sure you device is plugged in and is formatted by xbox)
2. Start A NEW GAME ON CAMPAIGN.
3. As soon as you can press start, then save and quit, (make sure you picked to save to device in beginning when you loaded up cod 5 at main menu)
4. Unplug your device and go plug it into your computer.
5. Get a program called cod tool and make sure you have either modio, horizon or some program that can view the content of your device.(the stickied post about game save modding has a link to cod tool and its clean)
6. Now using either modio or horizon or some program that can view your content, extract your cod 5 campaign save onto desktop.

Now open up cod tool and it should look like this:

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Go to the advanced menu, and you will see this:

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Click yes and you will now be able to add dvars!!

My suggestion to start:

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The following 4 users thanked TopNotchKiNG for this useful post:

NyotaKianira (10-31-2011), Tiggis (10-31-2011), IluuvWawMods (10-31-2011), XxTOXIICxKiNGxX (10-31-2011)
#2. Posted:
Grimmie
  • TTG Addict
Status: Offline
Joined: Aug 04, 201112Year Member
Posts: 2,809
Reputation Power: 156
Status: Offline
Joined: Aug 04, 201112Year Member
Posts: 2,809
Reputation Power: 156
Looks amazing man.

As long as you didn't just copy/paste this post, You deserve a sticky.

Definitely must have taken forever man.

+Rep coming your way <3
#3. Posted:
Tiggis
  • TTG Senior
Status: Offline
Joined: Jun 14, 201112Year Member
Posts: 1,238
Reputation Power: 59
Status: Offline
Joined: Jun 14, 201112Year Member
Posts: 1,238
Reputation Power: 59
avesome topic thanks for you put my stuff in your topic
#4. Posted:
XxTOXIICxKiNGxX
  • New Member
Status: Offline
Joined: Jan 22, 201113Year Member
Posts: 28
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Tiggis wrote
[ Register or Signin to view external links. ]


Button Binds
bind BUTTON_RSHLDR
bind BUTTON_LSHLDR
bind BUTTON_RSTICK
bind BUTTON_LSTICK
bind BUTTON_A
bind BUTTON_B
bind BUTTON_X
bind BUTTON_Y
bind DPAD_UP
bind DPAD_DOWN
bind DPAD_RIGHT
bind DPAD_LEFT
bind Button_back
bind button_start

PRESTIGES
1st Prestige - statset 2326 1;statset 65 55;statset 2302 999999
2nd Prestige - statset 2326 2;statset 65 55;statset 2302 999999
3rd Prestige - statset 2326 3;statset 65 55;statset 2302 999999
4th Prestige - statset 2326 4;statset 65 55;statset 2302 999999
5th Prestige - statset 2326 5;statset 65 55;statset 2302 999999
6th Prestige - statset 2326 6;statset 65 55;statset 2302 999999
7th Prestige - statset 2326 7;statset 65 55;statset 2302 999999
8th Prestige - statset 2326 8;statset 65 55;statset 2302 999999
9th Prestige - statset 2326 9;statset 65 55;statset 2302 999999
10th Prestige - statset 2326 10;statset 65 55;statset 2302 999999
11th Prestige - statset 2326 11;statset 65 55;statset 2302 99999

TOGGLES
toggle cg_fov 80 105 5 65 - toggle pro mod
toggle cg_thirdperson - toggle third person
toggle r_fullbright 1 0 - toggle cartoon mode
toggle timescale 1 5 10 0.2 - toggle game speed
toggle g_speed 100 200 450 - toggle running speed
toggle r_colorMap 1 2 3 0 - toggle SNOW visions
toggle arcademode 1 0 - ARCADEMODE ON/OFF
Toggle r_flameFX_enable 1 0 - toggle FLAME
toggle g_gravity 99 200 500 - toggle GRAVITY
toggle jump_height 100 500 999 - toggle JUMP HEIGHT
toggle cg_laserForceOn 1 0 - toggle LASER SIGHT
toggle cl_paused 0 1 - pause - have not test it yet
toggle ai_disableSpawn;notarget;ai axis delete - ALL ZONBIE DELETE AND STOP SPAWNING
toggle r_specularMap 2 0 - toggle chrome
toggle R_Fog 0 1 - fog
toggle debug_reflection 1 0 - toggle devsphere


ARCADEMODE
arcademode_score_revive 100000
arcademode_score_assist 1000
arcademode_score_kill 10000
arcademode_score_headshot 1000
arcademode_score_laststand 10000
arcademode_score_suicide 10000
arcademode_score_morphine 100000000


PERKS
perk_altMeleeDamage 10000 - Increased bowie knife power
Perk_altMeleeLerpTime 5 - bowie knife reacts faster when button is hit
perk_weapRateMultiplier 0.001 - increased double tap, must by perk
perk_armorvest 0 - Increased jug, must by perk
perk_weapReloadMultiplier 0.001 - fast reload, must by perk


Kick Players
clientkick1 - Kicks Player 2
clientkick2 - Kicks Player 3
clientkick3 - Kicks Player 4
kick all - kick all players


FORCE HOST
party_hostname - host name
party_iamhost 1 - force host
party_host 1 - force host
party_connectToOthers 0 - starts new party


NO FALL DAMAGE
bg_fallDamageMaxHeight 9999
bg_fallDamageMinHeight 9998


DEAD CARDS
collectible_add collectible_paintball - Bullets are Paintballs
collectible_add collectible_morphine - Shoot Revive
collectible_add collectible_dirtyharry - Explosive Colt While Down
collectible_remove collectible_paintball - paintball off
collectible_remove collectible_morphine - shoot revive off
collectible_remove collectible_dirtyharry - Regular Colt While Down


GOOD DVARS AND RANDOM DVARS
god - god mode
give all - get all weapons
dropweapon - YOU CAN DROP WEAPON
g_gravity 100 - LOW GRAVITY
jump_height 999 - JUMP HEIGHT
player_sustainAmmo 1 - UNLIMTED AMMO
revive_trigger_radius 99999 - FAR REVIVE
player_meleeRange 999 - FAR MELEE
cg_laserForceOn 1 - LASER SIGHT
phys_gravity 99 - DEAD ZOMBIE FLOAT UP WHEN DEAD
developeruser 1 - DEV CLAN TAG RAIN/MOVE/CYLN/CYCL/..../****
r_znear 35 - WALLHACK
notarget - AI Zombies dont see you
give ammo - FULL AMMO
ufo - ufo mode
ai axis delete - DELETE ALL ZOMBIE ON THE MAP
magic_chest_movable 0 - Unmovable Mystery Box
player_lastStandBleedoutTime 250 - Last Stand Bleed-Out Time 5 min
Zombie_dog_animset human - Dogs act like humans and dont move
g_knockback 99999 - zombies hit you far back
clanName "@@@@" - Changes clantag
bullet_penetrationEnabled 1 - Bullets penetrate
demigod - half god mode
take all - takes all weapons
cg_drawFPS 1 - shows fps
revive_time_taken 1 - revive faster
player_meleeChargeFriction 10 - less friction when going to knife
cg_drawGun 0 - Invisible Gun
con_minicon 1 - say a command
g_spawnai 0 - allows you to skip 1 round in the game


SPRINT
player_strafeSpeedScale1 1.5 - fast side to side movement
fast Sprint - player_sprintSpeedScale 4.0
unlimited sprint - player_sprintUnlimited 1
Fast backwards walk - player_backSpeedScale 2.0
g_speed 600 - PLAYER SPEED


VISON
r_fullbright 1 - cartoon
r_specularMap 2 - chrome
r_colormap 2 - christmas
r_revivefx_debug 1 - Black and White
sf_use_invert - thermal
sf_use_bwself - black and white
sf_use_chaplin - old time
sf_use_contrast - contrast


toggle vision
toggle r_fullbright 1 0 - toggle cartoon
toggle r_colorMap 1 2 3 0 - toggle snow
toggle r_flameFX_enable 1 0 - toggle flame
toggle r_specularMap 2 0 - toggle chrome
toggle r_revivefx_debug 1 0 - toggle black and white
toggle r_poisonFX_debug_enable 1 0 - toggle gas
toggle r_watersheetingfx_enable 1 0 - toggle water


freeze
toggle G_Ai 0 1 - freeze zombies
toggle g_speed 0 - freeze player
toggle jump_height 0 - freeze jump


WEAPONS
give ray_gun - give ray gun
give tesla_gun - give tesla gun
give m2_flamethrower_zombie - give flamethrower
give zombie_mg42 - give mg42
give zombire_30cal - gives 30cal
gives zombie_ppsh - gives you ppsh
give zombie_stg44 - give stg44
give zombie_thompson - give thompson


Infection Dvars
turn on power:zombie_devgui power
next round:zombie_devgui round_next
prev round.zombie_devgui round_prev
what round you want:scr_zombie_round 1337;zombie_devgui round
quick revive:zombie_devgui specialty_quickrevive
speed cola:zombie_devgui specialty_fastreload
double tap:zombie_devgui specialty_ro
jugg:zombie_devgui specialty_armorvest
spawn zombies:debug_dynamic_ai_spawning 1
insta kill:zombie_devgui insta_kill
carpenter:zombie_devgui carpenter
double points:zombie_devgui double_points
max ammo:zombie_devgui full_ammo
nuke:zombie_devgui nuke
give points(100,000):zombie_devgui money
random box dont move:zombie_devgui chest_move
Tesla Gun:zombie_devgui tesla_gun
monkey:zombie_devgui give_monkey
dogs:scr_zombie_dogs number of dogs;zombie_devgui dog_round
(need Developer_script 1 to make it work)


BULLET TRACER
cg_firstpersontracerchance 1
cg_tracerlength 500
cg_tracerspeed 100


developer mode
developer 1
developer_script 1


dev spheres
developer 1
developer_script 1
debug_reflection 1


COLOR
^1 = red
^2 = green
^3 = yellow
^4 = blue
^5 = light blue
^6 = purple
^7 = white
^9 = grey
^0 = black


OTHER COLOR
0 0 0 0 - transparent
0 0 0 1 - black
0 0 1 1 - blue
0 1 1 1 - urquoise
1 1 1 1 - white
1 1 0 1 - yellow
1 0 1 1 - pink
1 0 0 1 - red
0 1 0 1 - green
0.5 0.5 0.5 1 - gray


dvar list is made by tiggis on ttg
if you copy this and post it on ttg please give some credit
and please comment it help me and the community alot
This is an Updated Post for Tiggis's Svg DVAR List!
#5. Posted:
XxTOXIICxKiNGxX
  • New Member
Status: Offline
Joined: Jan 22, 201113Year Member
Posts: 28
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Joined: Jan 22, 201113Year Member
Posts: 28
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TTG-Coder wrote delete the infectable mod menu, it doesnt work
Dude obviously it works, because it has Been Stickied by TTG-Deano!
#6. Posted:
TopNotchKiNG
  • Prospect
Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
Tiggis, Strikes again, with his First Ever: Scrolling Menu!!!!


Tiggis wrote
my first scrolling menu i made

please comment and thank the topic
scrolling menu have released so please leave some feedback thanks

download link [ Register or Signin to view external links. ]

please comment and thanks the topic it help me alot
status;update with video tut and profiles

menu have
main menu
toggle menu
vision menu
fun menu
random menu
host menu
kick menu
dvar menu

main menu
noclip
god mode
unlimted ammo
dropweapon
give all
ufo

toggle menu
gravity
jump height
promod
gamespeed
playerspeed

vision menu
cartoon
snow
chrome
flame
water
gas
revive black and white

fun menu
Turns PaintBall On/off
Turns Shoot to Revive On/off
Turns Dirty Harry On/off

random menu
delete all zombies
laser sight
notarget
restart game
demigod

arcade menu
arcademode
revive 100000
laststand 10000
morphine 1000000

host menu
thirdperson
freeze zombies
fog
wallhack

kick menu
kick player 2
kick player 3
kick player 4
kick all
dashboard
info

dvar can not toggle off
random box never move
dogs never move
far melee
far revive
triple tap
float when dead
no fall damage

Tiggis making of the scrolling menu and video
Bateson1993 making the svg profiles for me

please comment and thank the topic


proof


video tutorial



read this tut
tut on xbox
when you load up cod waw sign in to mod1 click resume you will be kick out and sign in to mod2 keep Repeating stages 3 4 5 6 7 8 9 10.

must read this
on mod7 you will not be kick out to main menu so you have to when the game load you have to press start button and back button and click on save and quit
sign out and sign in to next profile



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#7. Posted:
TopNotchKiNG
  • Prospect
Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
Hey Guys, Msg me with Links to you Post, or Quote your Fav TTG Coding and Dvar Post on this Topic!!!
#8. Posted:
Tiggis
  • TTG Senior
Status: Offline
Joined: Jun 14, 201112Year Member
Posts: 1,238
Reputation Power: 59
Status: Offline
Joined: Jun 14, 201112Year Member
Posts: 1,238
Reputation Power: 59
i have +rep you for u add my stuff
#9. Posted:
TopNotchKiNG
  • Prospect
Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
Heyy Thanks, it Helps Alot and it Motivates Me!
#10. Posted:
TopNotchKiNG
  • Prospect
Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
Status: Offline
Joined: Oct 28, 201112Year Member
Posts: 656
Reputation Power: 24
EcKo wrote
CREDIT GOES TO R3cKL3SS_aM And myself.


NEW:
- This GPD and patch no longer has the developer coding in the GPD.

- Text in 4-5 different area's LB being the most popular/biggest area to add text.

- Other area's to have text - LB,RB,D-pad up, Back button(Also activates no clip) Start
button (Also activates god mode)

- Even when your not host you can have text showing on the screen using LB RB AND D-PAD UP only.

- Change team's when ever you please in all game modes.

- All weapons/ammo as you want pressing down to activate this. ( INCLUDES DEFAULT COMES AFTER THE WEAPON BAR ) This works when your host and when your not.

- XP Lobby if you get host 10,000 xp per kill 4,000.

ORIGINAL MODS

- No clip.

- Gode mode.

- unlimited ammo.

- 24hr UAV even without host.

- Super jump.

- one skip for each map.

- coloured clan tags ( RAIN, KRDR, CYCL, MOVE, ****, .... )

- Tanks fire 100's of bullets per seconds.

+ alot more it's hard remembering all so just test the mods out guys.

How To Infect Yourself.

1. Put the patch on your jtag.

2. On your retail put your gamertag on your usb drive.

3. Start up your game on your jtag.

4. Join the system link on your retail.

5. Wait for it to say infected then back out and sign out of your profile STAYING AT WAW XBOX LIVE SCREEN.

6. Take your USB and place it into your PC/Laptop put the GPD on your profile rehash and resign.

7. Place the USB back into your retail and your good to go.



credit to cosmic runz xbl & bud904e. for finding the binds <3



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Very usefull Post, Keep up the Good Work!
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