mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-22 04:54:47 +00:00
Next batch of updates, including the demon lord zombies, some function centralization, and datablock cleanup.
250 lines
5.9 KiB
C#
250 lines
5.9 KiB
C#
$TeamDeployableMax[ZSpawnDeployable] = 9999;
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//----------------------------------------------------
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// Zombie Spawn Point
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//---------------------------------------------------------
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datablock StaticShapeData(DeployedZSpawnBase) : StaticShapeDamageProfile {
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className = "lightbase";
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shapeFile = "pack_deploy_sensor_motion.dts";
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maxDamage = 2.5;
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destroyedLevel = 2.5;
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disabledLevel = 2.0;
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maxEnergy = 50;
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rechargeRate = 0.25;
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explosion = HandGrenadeExplosion;
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expDmgRadius = 1.0;
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expDamage = 0.05;
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expImpulse = 200;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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deployedObject = true;
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cmdCategory = "DSupport";
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cmdIcon = CMDSensorIcon;
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cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
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targetNameTag = 'Deployed Zombie Spawner';
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deployAmbientThread = true;
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debrisShapeName = "debris_generic_small.dts";
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debris = DeployableDebris;
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heatSignature = 0;
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needsPower = true;
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};
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datablock ShapeBaseImageData(ZSpawnDeployableImage) {
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mass = 20;
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emap = true;
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shapeFile = "stackable1s.dts";
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item = ZSpawnDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedZSpawnBase;
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heatSignature = 0;
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stateName[0] = "Idle";
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stateTransitionOnTriggerDown[0] = "Activate";
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stateName[1] = "Activate";
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stateScript[1] = "onActivate";
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stateTransitionOnTriggerUp[1] = "Idle";
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isLarge = false;
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maxDepSlope = 360;
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deploySound = ItemPickupSound;
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minDeployDis = 0.5;
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maxDeployDis = 50.0;
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};
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datablock ItemData(ZSpawnDeployable) {
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className = Pack;
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catagory = "Deployables";
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shapeFile = "stackable1s.dts";
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mass = 5.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 1;
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rotate = true;
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image = "ZSpawnDeployableImage";
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pickUpName = "a Zombie Spawn pack";
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heatSignature = 0;
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emap = true;
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};
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function ZSpawnDeployableImage::testObjectTooClose(%item) {
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return "";
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}
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function ZSpawnDeployableImage::testNoTerrainFound(%item) {}
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function ZSpawnDeployable::onPickup(%this, %obj, %shape, %amount) {}
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function ZSpawnDeployableImage::onDeploy(%item, %plyr, %slot) {
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%className = "StaticShape";
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%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
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if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1") {
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%item.surfaceNrm2 = %playerVector;
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}
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else {
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%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 -1"));
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}
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%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
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%deplObj = new (%className)() {
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dataBlock = %item.deployed;
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};
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// set orientation
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%deplObj.setTransform(%item.surfacePt SPC %rot);
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// set the recharge rate right away
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if (%deplObj.getDatablock().rechargeRate) {
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%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
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}
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// set team, owner, and handle
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%deplObj.team = %plyr.client.Team;
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%deplObj.setOwner(%plyr);
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%deplObj.light.lightBase = %deplObj;
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// set the sensor group if it needs one
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if (%deplObj.getTarget() != -1) {
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setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
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}
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// place the deployable in the MissionCleanup/Deployables group (AI reasons)
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addToDeployGroup(%deplObj);
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//let the AI know as well...
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AIDeployObject(%plyr.client, %deplObj);
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// play the deploy sound
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serverPlay3D(%item.deploySound, %deplObj.getTransform());
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// increment the team count for this deployed object
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$TeamDeployedCount[%plyr.team, %item.item]++;
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addDSurface(%item.surface,%deplObj);
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%deplObj.playThread($PowerThread,"Power");
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%deplObj.playThread($AmbientThread,"ambient");
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// take the deployable off the player's back and out of inventory
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if(!%plyr.client.isSuperAdmin) {
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%plyr.unmountImage(%slot);
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%plyr.decInventory(%item.item, 1);
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}
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// set power frequency
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%deplObj.powerFreq = %plyr.powerFreq;
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// Power object
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checkPowerObject(%deplObj);
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switch(%plyr.packset) {
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case 0:
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%deplobj.ZType = 1;
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case 1:
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%deplobj.ZType = 2;
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case 2:
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%deplobj.ZType = 3;
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%deplobj.numZ = 2;
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case 3:
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%deplobj.ZType = 4;
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case 4:
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%deplobj.ZType = 5;
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case 5:
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%deplobj.ZType = 6;
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case 6:
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%deplobj.ZType = 9;
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case 7:
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%deplobj.ZType = 11;
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case 8:
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%deplobj.ZType = 12;
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case 9:
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%deplobj.ZType = 13;
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case 10:
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%deplobj.ZType = 14;
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case 11:
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%deplobj.ZType = 15;
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case 12:
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%deplobj.ZType = 16;
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case 13:
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%deplobj.ZType = 17;
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}
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%deplobj.spawnTypeSet = %plyr.expertset;
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return %deplObj;
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}
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function DeployedZSpawnBase::onDestroyed(%this,%obj,%prevState) {
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if (%obj.isRemoved) {
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return;
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}
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%obj.isRemoved = true;
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Parent::onDestroyed(%this,%obj,%prevState);
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$TeamDeployedCount[%obj.team, ZSpawnDeployable]--;
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remDSurface(%obj);
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%obj.schedule(500, "delete");
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if (%obj.ZCloop !$= "") {
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Cancel(%obj.ZCLoop);
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}
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}
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function DeployedZSpawnBase::disassemble(%data,%plyr,%obj) {
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if (%obj.ZCloop !$= "") {
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Cancel(%obj.ZCLoop);
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}
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disassemble(%data,%plyr,%obj);
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}
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function ZSpawnDeployableImage::onMount(%data, %obj, %node) {
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%obj.hasZSpawn = true;
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%obj.expertset = 0;
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}
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function ZSpawnDeployableImage::onUnmount(%data, %obj, %node) {
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%obj.hasZSpawn = "";
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}
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function DeployedZSpawnBase::onGainPowerEnabled(%data,%obj) {
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if(%obj.spawnTypeSet == 1) {
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%obj.numz = 0;
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}
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if (%obj.ZCloop !$= "") {
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Cancel(%obj.ZCLoop);
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}
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%obj.ZCLoop = schedule(1000, 0, "ZcreateLoop", %obj);
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Parent::onGainPowerEnabled(%data,%obj);
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}
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function DeployedZSpawnBase::onLosePowerDisabled(%data,%obj) {
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if (%obj.ZCloop !$= "") {
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Cancel(%obj.ZCLoop);
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}
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Parent::onLosePowerDisabled(%data,%obj);
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}
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//Phantom139: Personal note, rework this at some point using a built in datablock function and
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// a simtimer such that we can remove that eval statement.
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function ZcreateLoop(%obj) {
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if(isObject(%obj)) {
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if(%obj.timedout == 0){
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if(%obj.numZ <= 2 || %obj.numZ $= "") {
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TWM2Lib_Zombie_Core("SpawnZombie", "zPack", %obj);
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if(%obj.numZ $= "") {
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%obj.numZ = 0;
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}
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%obj.numZ++;
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%obj.timedout = 1;
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schedule(10000, 0, "eval", ""@%obj@".timedout = 0;");
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}
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}
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%obj.ZCLoop = schedule(2000, 0, "ZcreateLoop", %obj);
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}
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}
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