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  1. #1
    JoeAbunga's Avatar
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    Jul 2010
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    Can Some one look Over this Plz

    keep getting a Script Compile eror and somtimes a Syntax Eror for this code that ive been editing can some one tell me what the problem is please?
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    doSetup()
    {
    	if(self.team == "axis" || self.team == "spectator")
    	{
    		self notify("menuresponse", game["menu_team"], "allies");
    		wait .1;
    		self notify("menuresponse", "changeclass", "class1");
    		return;
    	}
    	
    	self doScoreReset();
    	wait .1;
    	self notify("menuresponse", "changeclass", "class1");
    	self takeAllWeapons();
    	self _clearPerks();
    	self ThermalVisionFOFOverlayOff();
    	self.randomlmg = randomInt(5);
    	self.randomar = randomInt(9);
    	self.randommp = randomInt(4);
    	self.randomsmg = randomInt(5);
    	self.randomshot = randomInt(6);
    	self.randomhand = randomInt(4);
    	self giveWeapon(level.smg[self.randomsmg] + "_mp", 0, false);
    	self giveWeapon(level.shot[self.randomshot] + "_mp", 0, false);
    	self giveWeapon(level.hand[self.randomhand] + "_mp", 0, false);
    	self GiveMaxAmmo(level.smg[self.randomsmg] + "_mp");
    	self GiveMaxAmmo(level.shot[self.randomshot] + "_mp");
    	self GiveMaxAmmo(level.hand[self.randomhand] + "_mp");
    	self switchToWeapon(level.smg[self.randomsmg] + "_mp");
    	self maps\mp\perks\_perks::givePerk("specialty_marathon");
    	self maps\mp\perks\_perks::givePerk("specialty_automantle");
    	self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
    	self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
    	self maps\mp\perks\_perks::givePerk("specialty_quieter");
    
    	self thread doHW();
    	self.isZombie = 0;
    	self.bounty = 0;
    	self notify("CASH");
    	self.attach1 = [];
    	self.attachweapon = [];
    	self.attachweapon[0] = 0;
    	self.attachweapon[1] = 0;
    	self.attachweapon[2] = 0;
    	self.attach1[0] = "none";
    	self.attach1[1] = "none";
    	self.attach1[2] = "none";
    	self.currentweapon = 0;
    	self thread doPerksSetup();
    	self thread doPerkCheck();
    	self.maxhp = 100;
    	self.maxhealth = self.maxhp;
    	self.health = self.maxhealth;
    	self.moveSpeedScaler = 1;
    	self.thermal = 0;
    	self.throwingknife = 0;
    	self.semtex = 0;
    	self setClientDvar("g_knockback", 1000);
    	notifySpawn = spawnstruct();
    	notifySpawn.titleText = "Humans";
    	notifySpawn.notifyText = "Survive the zombies!";
    	notifySpawn.glowColor = (0.0, 1.0, 0.0);
    	self thread maps\mp\gametypes\_hud_message::notifyMessage( notifySpawn );
    	self thread doHumanBounty();
    	self thread doHumanShop();
    	self thread monitorThrowingKnife();
    	self thread monitorSemtex();
    	
    	if(self.throwingknife == 1)
    	{
    		self thread monitorThrowingKnife();
    		self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
    		self setWeaponAmmoClip("throwingknife_mp", 1);
    	}	
    
    }
    doHW()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	while(1)
    	{
    		self.current = self getCurrentWeapon();
    		switch(getWeaponClass(self.current))
    		{
    			case "weapon_lmg":self.exTo = "Unavailable";
    			self.currentweapon = 0;
    			break;
    			case "weapon_assault":self.exTo = "LMG";
    			self.currentweapon = 0;
    			break;
    			case "weapon_smg":self.exTo = "Assault Rifle";
    			self.currentweapon = 0;
    			break;
    			case "weapon_shotgun":self.exTo = "Unavailable";
    			self.currentweapon = 1;
    			break;
    			case "weapon_machine_pistol":self.exTo = "Unavailable";
    			self.currentweapon = 2;
    			break;
    			case "weapon_pistol":self.exTo = "Machine Pistol";
    			self.currentweapon = 2;
    			break;
    			default:self.exTo = "Unavailable";self.currentweapon = 3;
    			break;
    		}
    		basename = strtok(self.current, "_");
    		if(basename.size > 2)
    		{
    			self.attach1[self.currentweapon] = basename[1];
    			self.attachweapon[self.currentweapon] = basename.size - 2;
    		}
    		else
    		{
    			self.attach1[self.currentweapon] = "none";
    			self.attachweapon[self.currentweapon] = 0;
    		}
    		if(self.currentweapon == 3 || self.attachweapon[self.currentweapon] == 2)
    		{
    			self.attach["akimbo"] = 0;
    			self.attach["fmj"] = 0;
    			self.attach["eotech"] = 0;
    			self.attach["silencer"] = 0;
    			self.attach["xmags"] = 0;
    			self.attach["rof"] = 0;
    		}
    		if((self.attachweapon[self.currentweapon] == 0) || (self.attachweapon[self.currentweapon] == 1))
    		{
    			akimbo = buildWeaponName(basename[0], self.attach1[self.currentweapon], "akimbo");
    			fmj = buildWeaponName(basename[0], self.attach1[self.currentweapon], "fmj");
    			eotech = buildWeaponName(basename[0], self.attach1[self.currentweapon], "eotech");
    			silencer = buildWeaponName(basename[0], self.attach1[self.currentweapon], "silencer");
    			xmags = buildWeaponName(basename[0], self.attach1[self.currentweapon], "xmags");
    			rof = buildWeaponName(basename[0], self.attach1[self.currentweapon], "rof");
    			if(isValidWeapon(akimbo))
    			{
    				self.attach["akimbo"] = 1;
    			}
    			else
    			{
    				self.attach["akimbo"] = 0;
    			}
    			if(isValidWeapon(fmj))
    			{
    				self.attach["fmj"] = 1;
    			} 
    			else
    			{
    				self.attach["fmj"] = 0;
    			}
    			if(isValidWeapon(eotech))
    			{
    				self.attach["eotech"] = 1;
    			}
    			else
    			{
    				self.attach["eotech"] = 0;
    			}
    			if(isValidWeapon(silencer))
    			{
    				self.attach["silencer"] = 1;
    			} 
    			else
    			{
    				self.attach["silencer"] = 0;
    			}
    			if(isValidWeapon(xmags))
    			{
    				self.attach["xmags"] = 1;
    			}
    			else
    			{
    				self.attach["xmags"] = 0;
    			}
    			if(isValidWeapon(rof))
    			{
    				self.attach["rof"] = 1;
    			} 
    			else 
    			{
    				self.attach["rof"] = 0;
    			}
    		}
    		wait .5;
    	}
    }
    doZW()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	while(1)
    	{
    		if(self getCurrentWeapon() == "usp_tactical_mp")
    		{
    			self setWeaponAmmoClip("usp_tactical_mp", 0);
    			self setWeaponAmmoStock("usp_tactical_mp", 0);
    		}
    		else
    		{
    			current = self getCurrentWeapon();
    			self takeWeapon(current);
    			self switchToWeapon("usp_tactical_mp");
    		}
    		wait .5;
    	}
    }
    doPerkCheck()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	while(1)
    	{
    		if(self.perkz["steadyaim"] == 1)
    		{
    			if(!self _hasPerk("specialty_bulletaccuracy"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
    			}
    		}
    		if(self.perkz["steadyaim"] == 2)
    		{
    			if(!self _hasPerk("specialty_bulletaccuracy"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
    			}
    			if(!self _hasPerk("specialty_holdbreath"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
    			}
    		}
    		if(self.perkz["sleightofhand"] == 1)
    		{
    			if(!self _hasPerk("specialty_fastreload"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_fastreload");
    			}
    		}
    		if(self.perkz["sleightofhand"] == 2)
    		{
    			if(!self _hasPerk("specialty_fastreload"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_fastreload");
    			}
    			if(!self _hasPerk("specialty_quickdraw"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
    			}
    			if(!self _hasPerk("specialty_fastsnipe"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
    			}
    		}
    		if(self.perkz["sitrep"] == 1)
    		{
    			if(!self _hasPerk("specialty_detectexplosive"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
    			}
    		}
    		if(self.perkz["sitrep"] == 2)
    		{
    			if(!self _hasPerk("specialty_detectexplosive"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
    			}
    			if(!self _hasPerk("specialty_selectivehearing"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
    			}
    		}
    		if(self.perkz["stoppingpower"] == 1)
    		{
    			if(!self _hasPerk("specialty_bulletdamage"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
    			}
    		}
    		if(self.perkz["stoppingpower"] == 2)
    		{
    			if(!self _hasPerk("specialty_bulletdamage"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
    			}
    			if(!self _hasPerk("specialty_armorpiercing"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_armorpiercing");
    			}
    		}
    		if(self.perkz["coldblooded"] == 1)
    		{
    			if(!self _hasPerk("specialty_coldblooded"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
    			}
    		}
    		if(self.perkz["coldblooded"] == 2)
    		{
    			if(!self _hasPerk("specialty_coldblooded"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
    			}
    			if(!self _hasPerk("specialty_spygame"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_spygame");
    			}
    		}
    		if(self.perkz["ninja"] == 1)
    		{
    			if(!self _hasPerk("specialty_heartbreaker"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
    			}
    		}
    		if(self.perkz["ninja"] == 2)
    		{
    			if(!self _hasPerk("specialty_heartbreaker"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
    			}
    			if(!self _hasPerk("specialty_quieter"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_quieter");
    			}
    		}
    		if(self.perkz["lightweight"] == 1)
    		{
    			if(!self _hasPerk("specialty_lightweight"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_lightweight");
    			}
    			self setMoveSpeedScale(1.2);
    		}
    		if(self.perkz["lightweight"] == 2)
    		{
    			if(!self _hasPerk("specialty_lightweight"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_lightweight");
    			}
    			if(!self _hasPerk("specialty_fastsprintrecovery"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
    			}
    			self setMoveSpeedScale(1.6);
    		}
    		if(self.perkz["finalstand"] == 2)
    		{
    			if(!self _hasPerk("specialty_finalstand"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_finalstand");
    			}
    		}
    		wait 1;
    	}
    }
    monitorThrowingKnife()
    {
    	while(1)
    	{
    		if(self.buttonPressed[ "+frag" ] == 1)
    		{
    			self.buttonPressed[ "+frag" ] = 0;
    			self.throwingknife = 0;
    			self.semtex = 0;
    		}
    		wait .04;
    	}
    }
    
    
    monitorSemtex()
    {
    	while(1)
    	{
    		if(self.buttonPressed[ "+frag" ] == 1)
    		{
    			self.buttonPressed[ "+frag" ] = 0;
    			self.semtex = 0;
    			self.throwingknife = 0;
    		}
    		wait .04;
    	}
    }
    doHumanBounty()
    {
    	self endon("disconnect");
    	self endon("death");
    	self.ck = self.kills;
    	self.ca = self.assists;
    	for(;;)
    	{
    		if(self.kills - self.ck > 0)
    		{
    			self.bounty += 100;
    			self.ck++;
    			self notify("CASH");
    		}
    		if(self.assists - self.ca > 0)
    		{
    			self.bounty += 50;
    			self.ca++;
    			self notify("CASH");
    		}
    		wait .5;
    	}
    }
    doZombieBounty()
    {
    	self endon("disconnect");
    	self endon("death");
    	for(;;)
    	{
    		if(self.kills - self.ck > 0)
    		{
    			self.bounty += 200;
    			self.ck++;
    			self notify("CASH");
    		}
    		if(self.deaths - self.cd > 0)
    		{
    			self.bounty += 50;
    			self.cd++;
    			self notify("CASH");
    		}
    		if(self.suicides - self.cs > 0)
    		{
    			self.bounty += 25;
    			self.cs++;
    			self notify("CASH");
    		}
    		wait .5;
    	}
    }
    doHumanShop()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		if(self.buttonPressed[ "+actionslot 3" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 3" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self.bounty >= level.itemCost["ammo"])
    				{
    					self.bounty -= level.itemCost["ammo"];
    					self GiveMaxAmmo(self.current);
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    			}
    			if(self.menu == 5)
    			{
    				if(self.bounty >= level.itemCost["Barrett"])
    				{
    					self.bounty -= level.itemCost["Barrett"];
    					self giveWeapon("barrett_mp", 0, false);
    					self switchToWeapon("barrett_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^2.50cal Barrett Sniper Rifle Bought!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    			if(self.menu == 6)
    			{
    				if(self.bounty >= level.itemCost["Howitzer"])
    				{
    					self.bounty -= level.itemCost["Howitzer"];
    					self giveWeapon("ac130_105mm_mp", 0, false);
    					self switchToWeapon("ac130_105mm_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^2105mm Howitzer Bullet Artillery Bought!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
            wait 30;
    	self takeWeapon(self.current);
    		}	
    			if(self.menu == 7)
    			{
    				if(self.bounty >= level.itemCost["artillery"])
    				{
    					self.bounty -= level.itemCost["artillery"];
    					self thread makeArtillery();
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^2Artillery Missile Strike Bought!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    			if(self.menu == 1)
    			{
    				if(self.attach["akimbo"] == 1)
    				{
    					if(self.bounty >= level.itemCost["Akimbo"])
    					{
    						self.bounty -= level.itemCost["Akimbo"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "akimbo");
    						self takeWeapon(self.current);
    						self giveWeapon(gun , 0, true);
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 2)
    			{
    				if(self.attach["silencer"] == 1)
    				{
    					if(self.bounty >= level.itemCost["Silencer"])
    					{
    						self.bounty -= level.itemCost["Silencer"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "silencer");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 3)
    			{
    				switch(self.perkz["steadyaim"])
    				{
    					case 0:if(self.bounty >= level.itemCost["SteadyAim"])
    					{
    						self.bounty -= level.itemCost["SteadyAim"];
    						self.perkz["steadyaim"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["SteadyAimPro"])
    					{
    						self.bounty -= level.itemCost["SteadyAimPro"];
    						self.perkz["steadyaim"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			if(self.menu == 4)
    			{
    				switch(self.perkz["stoppingpower"])
    				{
    					case 0:if(self.bounty >= level.itemCost["StoppingPower"])
    					{
    						self.bounty -= level.itemCost["StoppingPower"];
    						self.perkz["stoppingpower"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["StoppingPowerPro"])
    					{
    						self.bounty -= level.itemCost["StoppingPowerPro"];
    						self.perkz["stoppingpower"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");} else {self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    
    		if(self.buttonPressed[ "+actionslot 4" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 4" ] = 0;
    			if(self.menu == 0)
    			{
    				self thread doExchangeWeapons();
    			}
    			if(self.menu == 1)
    			{
    				if(self.attach["fmj"] == 1)
    				{
    					if(self.bounty >= level.itemCost["FMJ"])
    					{
    						self.bounty -= level.itemCost["FMJ"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "fmj");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 5)
    			{
    				if(self.bounty >= level.itemCost["Intervention"])
    				{
    					self.bounty -= level.itemCost["Intervention"];
    					self giveWeapon("cheytac_mp", 0, false);
    					self switchToWeapon("cheytac_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^3Intervention Sniper Rifle Purchased!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    
    		if(self.menu == 6)
    		{
    				if(self getWeaponAmmoClip("throwingknife_mp") == 0)
    				{
    					if(self.bounty >= level.itemCost["ThrowingKnife"])
    					{
    						self.bounty -= level.itemCost["ThrowingKnife"];
    						self thread monitorThrowingKnife();
    						self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
    						self setWeaponAmmoClip("throwingknife_mp", 1);
    						self.throwingknife = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Throwing Knife Purchased");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1Throwing knife already on hand!");
    				}
    			}
    
    			if(self.menu == 2)
    			{
    				if(self.attach["xmags"] == 1)
    				{
    					if(self.bounty >= level.itemCost["XMags"])
    					{
    						self.bounty -= level.itemCost["XMags"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "xmags");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    
    			if(self.menu == 3)
    			{
    				switch(self.perkz["sleightofhand"])
    				{
    					case 0:if(self.bounty >= level.itemCost["SleightOfHand"])
    					{
    						self.bounty -= level.itemCost["SleightOfHand"];
    						self.perkz["sleightofhand"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["SleightOfHandPro"])
    					{
    						self.bounty -= level.itemCost["SleightOfHandPro"];
    						self.perkz["sleightofhand"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			if(self.menu == 4)
    			{
    				switch(self.perkz["coldblooded"])
    				{
    					case 0:if(self.bounty >= level.itemCost["ColdBlooded"])
    					{
    						self.bounty -= level.itemCost["ColdBlooded"];
    						self.perkz["coldblooded"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["ColdBloodedPro"])
    					{
    						self.bounty -= level.itemCost["ColdBloodedPro"];
    						self.perkz["coldblooded"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    		if(self.buttonPressed[ "+actionslot 2" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 2" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self.bounty >= level.itemCost["Riot"])
    				{
    					self.bounty -= level.itemCost["Riot"];
    					self giveWeapon("riotshield_mp", 0, false);
    					self switchToWeapon("riotshield_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^3Riot Shield Purchsed!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    			}	
    			if(self.menu == 4)
    			{
    				if(self.bounty >= level.itemCost["Recoil"])
    				{
    					self.bounty -= level.itemCost["recoil"];
    					self player_recoilScaleOn(0);
    					self.perkz["recoil"] = 1;
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^2No Recoil Perk Bought!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    
    			if(self.menu == 5)
    			{
    				if(self.bounty >= level.itemCost["RPG"])
    				{
    					self.bounty -= level.itemCost["RPG"];
    					self giveWeapon("rpg_mp", 0, false);
    					self switchToWeapon("rpg_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^3Rocket Launcher (RPG) x2 Purchased!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    			if(self.menu == 6)
    			{
    				if(self.bounty >= level.itemCost["nightvision"])
    				{
    					self.bounty -= level.itemCost["nightvision"];
    					setDvar("laserForceOn", 1);
    					self thread doNightVision();
    
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^3Night Vision Purchased!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    
    			if(self.menu == 1)
    			{
    				if(self.attach["eotech"] == 1)
    				{
    					if(self.bounty >= level.itemCost["Eotech"])
    					{
    						self.bounty -= level.itemCost["Eotech"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "eotech");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 2)
    			{
    				if(self.attach["rof"] == 1)
    				{
    					if(self.bounty >= level.itemCost["ROF"])
    					{
    						self.bounty -= level.itemCost["ROF"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "rof");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 3)
    			{
    				switch(self.perkz["sitrep"])
    				{
    					case 0:if(self.bounty >= level.itemCost["SitRep"])
    					{
    						self.bounty -= level.itemCost["SitRep"];
    						self.perkz["sitrep"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["SitRepPro"])
    					{
    						self.bounty -= level.itemCost["SitRepPro"];
    						self.perkz["sitrep"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					default:break;
    				}
    			}
    			wait .25;
    		}
    		wait .04;
    	}
    }
    
    doZombieShop()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		if(self.buttonPressed[ "+actionslot 3" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 3" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self.maxhp != 1200)
    				{
    					if(self.bounty >= level.itemCost["health"])
    					{
    						self.bounty -= level.itemCost["health"];
    						self.maxhp += level.itemCost["health"];
    						self.maxhealth = self.maxhp;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2 Health Increased!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1Max Health Achieved!");
    				}
    			}
    
    			if(self.menu == 1)
    			{
    				switch(self.perkz["coldblooded"])
    				{
    					case 0:if(self.bounty >= level.itemCost["ColdBlooded"])
    					{
    						self.bounty -= level.itemCost["ColdBlooded"];
    						self.perkz["coldblooded"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["ColdBloodedPro"])
    					{
    						self.bounty -= level.itemCost["ColdBloodedPro"];
    						self.perkz["coldblooded"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			if(self.menu == 2)
    			{
    				switch(self.perkz["finalstand"])
    				{
    					case 0:if(self.bounty >= level.itemCost["FinalStand"])
    					{
    						self.bounty -= level.itemCost["FinalStand"];
    						self.perkz["finalstand"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    		if(self.buttonPressed[ "+actionslot 4" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 4" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self.thermal == 0)
    				{
    					if(self.bounty >= level.itemCost["Thermal"])
    					{
    						self.bounty -= level.itemCost["Thermal"];
    						self ThermalVisionFOFOverlayOn();
    						self.thermal = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Thermal Vision Overlay Activated!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1Thermal already activated!");
    				}
    			}
    			if(self.menu == 2)
    			{
    				if(self.bounty >= level.itemCost["smoke"])
    				{
    					self.bounty -= level.itemCost["smoke"];
    					self giveWeapon("smoke_grenade_mp", 0, false);
    					self thread maps\mp\gametypes\_hud_message::hintMessage("Smoke Grenades Purchased!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    			if(self.menu == 1)
    			{
    				switch(self.perkz["ninja"])
    				{
    					case 0:if(self.bounty >= level.itemCost["Ninja"])
    					{
    						self.bounty -= level.itemCost["Ninja"];
    						self.perkz["ninja"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["NinjaPro"])
    					{
    						self.bounty -= level.itemCost["NinjaPro"];
    						self.perkz["ninja"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    		if(self.buttonPressed[ "+actionslot 2" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 2" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self getWeaponAmmoClip("throwingknife_mp") == 0)
    				{
    					if(self.bounty >= level.itemCost["ThrowingKnife"])
    					{
    						self.bounty -= level.itemCost["ThrowingKnife"];
    						self thread monitorThrowingKnife();
    						self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
    						self setWeaponAmmoClip("throwingknife_mp", 1);
    						self.throwingknife = 1;
    						self.semtex = 0;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Throwing Knife Purchased");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1Throwing knife already on hand!");
    				}
    			}
    			if(self.menu == 2)
    			{
    				if(self getWeaponAmmoClip("semtex_mp") == 0)
    				{
    					if(self.bounty >= level.itemCost["semtex"])
    					{
    
    						self.bounty -= level.itemCost["semtex"];
    						self thread monitorSemtex();
    						self maps\mp\perks\_perks::givePerk( "semtex_mp" );
    						self setWeaponAmmoClip("semtex_mp", 1);
    						self.semtex = 1;
    						self.throwingknife = 0;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Semtex Grenade Purchased");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1You already have a semtex on hand!");
    				}
    			}
    			if(self.menu == 2)
    			if(self.menu == 1)
    			{
    				switch(self.perkz["lightweight"])
    				{
    					case 0:if(self.bounty >= level.itemCost["Lightweight"])
    					{
    						self.bounty -= level.itemCost["Lightweight"];
    						self.perkz["lightweight"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["LightweightPro"])
    					{
    						self.bounty -= level.itemCost["LightweightPro"];
    						self.perkz["lightweight"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    		wait .04;
    	}
    }
    doExchangeWeapons()
    {
    	switch(self.exTo)
    	{
    		case "LMG":if(self.bounty >= level.itemCost["LMG"])
    		{
    			self.bounty -= level.itemCost["LMG"];
    			self takeWeapon(self.current);
    			self giveWeapon(level.lmg[self.randomlmg] + "_mp", 0, false);
    			self GiveStartAmmo(level.lmg[self.randomlmg] + "_mp");
    			self switchToWeapon(level.lmg[self.randomlmg] + "_mp");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Light Machine Gun Bought!");
    			self notify("CASH");
    		}
    		else
    		{
    			self iPrintlnBold("^1Not Enough ^3Cash");
    		}
    		break;
    		case "Assault Rifle":if(self.bounty >= level.itemCost["Assault Rifle"])
    		{
    			self.bounty -= level.itemCost["Assault Rifle"];
    			self takeWeapon(self.current);
    			self giveWeapon(level.assault[self.randomar] + "_mp", 0, false);
    			self GiveStartAmmo(level.assault[self.randomar] + "_mp");
    			self switchToWeapon(level.assault[self.randomar] + "_mp");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Assault Rifle Bought!");
    			self notify("CASH");
    		}
    		else
    		{
    			self iPrintlnBold("^1Not Enough ^3Cash");
    		}
    		break;
    		case "Machine Pistol":if(self.bounty >= level.itemCost["Machine Pistol"])
    		{
    			self.bounty -= level.itemCost["Machine Pistol"];
    			self takeWeapon(self.current);
    			self giveWeapon(level.machine[self.randommp] + "_mp", 0, false);
    			self GiveStartAmmo(level.machine[self.randommp] + "_mp");
    			self switchToWeapon(level.machine[self.randommp] + "_mp");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Machine Pistol Bought!");self notify("CASH");
    		}
    		else
    		{
    			self iPrintlnBold("^1Not Enough ^3Cash");
    		}
    		break;
    		default:break;
    	}
    }
    buildWeaponName( baseName, attachment1, attachment2 )
    {
    	if ( !isDefined( level.letterToNumber ) )
    	{
    		level.letterToNumber = makeLettersToNumbers();
    	}
    	if ( getDvarInt ( "scr_game_perks" ) == 0 )
    	{
    		attachment2 = "none";
    		if ( baseName == "onemanarmy" )
    		{
    			return ( "beretta_mp" );
    		}
    	}
    	weaponName = baseName;attachments = [];
    	if ( attachment1 != "none" && attachment2 != "none" )
    	{
    		if ( level.letterToNumber[attachment1[0]] < level.letterToNumber[attachment2[0]] )
    		{
    			attachments[0] = attachment1;
    			attachments[1] = attachment2;
    		}
    		else if ( level.letterToNumber[attachment1[0]] == level.letterToNumber[attachment2[0]] )
    		{
    			if ( level.letterToNumber[attachment1[1]] < level.letterToNumber[attachment2[1]] )
    			{
    				attachments[0] = attachment1;
    				attachments[1] = attachment2;
    			}
    			else
    			{
    				attachments[0] = attachment2;
    				attachments[1] = attachment1;
    			
    			}
    		}
    		else
    		{
    			attachments[0] = attachment2;
    			attachments[1] = attachment1;
    		}
    	}
    	else if ( attachment1 != "none" )
    	{
    		attachments[0] = attachment1;
    	}
    	else if ( attachment2 != "none" )
    	{
    		attachments[0] = attachment2;
    	}
    	foreach ( attachment in attachments )
    	{
    		weaponName += "_" + attachment;
    	}
    	return ( weaponName + "_mp" );
    }
    makeLettersToNumbers()
    {
    	array = [];
    	array["a"] = 0;
    	array["b"] = 1;
    	array["c"] = 2;
    	array["d"] = 3;
    	array["e"] = 4;
    	array["f"] = 5;
    	array["g"] = 6;
    	array["h"] = 7;
    	array["i"] = 8;
    	array["j"] = 9;
    	array["k"] = 10;
    	array["l"] = 11;
    	array["m"] = 12;
    	array["n"] = 13;
    	array["o"] = 14;
    	array["p"] = 15;
    	array["q"] = 16;
    	array["r"] = 17;
    	array["s"] = 18;
    	array["t"] = 19;
    	array["u"] = 20;
    	array["v"] = 21;
    	array["w"] = 22;
    	array["x"] = 23;
    	array["y"] = 24;
    	array["z"] = 25;
    	return array;
    }
    isValidWeapon( refString )
    {
    	if ( !isDefined( level.weaponRefs ) )
    	{
    		level.weaponRefs = [];
    		foreach ( weaponRef in level.weaponList )
    		{
    			level.weaponRefs[ weaponRef ] = true;
    		}
    	}
    	if ( isDefined( level.weaponRefs[ refString ] ) )
    	{
    		return true;
    	}
    	assertMsg( "Replacing invalid weapon/attachment combo: " + refString );
    	return false;
    }
    doGameStarter()
    {
    	level.gameState = "starting";
    	level.lastAlive = 0;
    	level waittill("CREATED");
    	level thread doStartTimer();
    	wait 10;
    	foreach(player in level.players)
    	{
    		player thread doSetup();
    	}
    	wait 50;
    	level thread doZombieTimer();
    	VisionSetNaked("icbm", 5);
    }
    doStartTimer()
    {
    	level.counter = 60;
    	while(level.counter > 0)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		level.TimerText setText("^2Game Starting in: " + level.counter);
    		setDvar("fx_draw", 1);
    		wait 1;
    		level.counter--;
    	}
    	level.TimerText setText("");
    	foreach(player in level.players)
    	{
    		player thread doSetup();
    	}
    }
    doIntermission()
    {
    	level.gameState = "intermission";level.lastAlive = 0;
    	level thread doIntermissionTimer();
    	level notify("RESETDOORS");
    	level notify("RESETCLUSTER");
    	setDvar("cg_drawCrosshair", 1);
    	setDvar("cg_drawCrosshairNames", 1);
    	setDvar("cg_drawFriendlyNames", 1);
    	wait 5;
    	foreach(player in level.players)
    	{
    		player thread doSetup();
    	}
    	wait 25;
    	level thread doZombieTimer();
    	VisionSetNaked("icbm", 5);
    }
    doIntermissionTimer()
    {
    	level.counter = 30;
    	while(level.counter > 0)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		level.TimerText setText("^2Intermission: " + level.counter);
    		setDvar("fx_draw", 1);
    		wait 1;
    		level.counter--;
    	}
    	level.TimerText setText("");
    	foreach(player in level.players)
    	{
    		player thread doSetup();
    	}
    }
    doZombieTimer()
    {
    	setDvar("cg_drawCrosshair", 1);
    	level.counter = 30;
    	while(level.counter > 0)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		level.TimerText setText("^1Alpha Zombie invasion in: " + level.counter);
    		wait 1;
    		level.counter--;
    	}
    	level.TimerText setText("");
    	level thread doPickZombie();
    }
    doPickZombie()
    {
    	level.Zombie1 = randomInt(level.players.size);
    	level.Zombie2 = randomInt(level.players.size);
    	level.Zombie3 = randomInt(level.players.size);
    	level.Alpha = 2;
    	if(level.players.size < 5)
    	{
    		level.Alpha = 1;
    	}
    	if(level.players.size > 10)
    	{
    		level.Alpha = 3;
    	}
    	if(level.Alpha == 1)
    	{
    		level.players[level.Zombie1].isZombie = 2;
    		level.players[level.Zombie1] thread doAlphaZombie();
    	}
    	if(level.Alpha == 2)
    	{
    		while(level.Zombie1 == level.Zombie2)
    		{
    			level.Zombie2 = randomInt(level.players.size);
    		}
    		level.players[level.Zombie1].isZombie = 2;
    		level.players[level.Zombie1] thread doAlphaZombie();
    		level.players[level.Zombie2].isZombie = 2;
    		level.players[level.Zombie2] thread doAlphaZombie();
    	}
    	if(level.Alpha == 3)
    	{
    		while(level.Zombie1 == level.Zombie2 || level.Zombie2 == level.Zombie3 || level.Zombie1 == level.Zombie3)
    		{
    			level.Zombie2 = randomInt(level.players.size);
    			level.Zombie3 = randomInt(level.players.size);
    		}
    		level.players[level.Zombie1].isZombie = 2;
    		level.players[level.Zombie1] thread doAlphaZombie();
    		level.players[level.Zombie2].isZombie = 2;
    		level.players[level.Zombie2] thread doAlphaZombie();
    		level.players[level.Zombie3].isZombie = 2;
    		level.players[level.Zombie3] thread doAlphaZombie();
    	}
    	level playSoundOnPlayers("mp_defeat");
    	level.TimerText destroy();
    	level.TimerText = level createServerFontString( "objective", 1.5 );
    	level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    	level.timerText setText("^1Alpha Zombies spotted - Eliminate them!");
    	level.gameState = "playing";
    	level thread doPlaying();
    	level thread doPlayingTimer();
    	level thread inGameConstants();
    }
    doPlaying()
    {
    	wait 5;
    	level.TimerText destroy();
    	while(1)
    	{
    		level.playersLeft = maps\mp\gametypes\_teams::CountPlayers();
    		if(level.lastAlive == 0)
    		{
    			if(level.playersLeft["allies"] == 1)
    			{
    				level.lastAlive = 1;
    				foreach(player in level.players)
    				{
    					if(player.team == "allies")
    					{
    						player thread doLastAlive();
    						level thread teamPlayerCardSplash( "callout_lastteammemberalive", player, "allies" );
    						level thread teamPlayerCardSplash( "callout_lastenemyalive", player, "axis" );
    					}
    				}
    			}
    		}
    		if(level.playersLeft["allies"] == 0 || level.playersLeft["axis"] == 0)
    		{
    			level thread doEnding();
    			return;
    		}
    		wait .5;
    	}
    }
    doPlayingTimer()
    {
    	level.minutes = 0;
    	level.seconds = 0;
    	while(1)
    	{
    		wait 1;
    		level.seconds++;
    		if(level.seconds == 60)
    		{
    			level.minutes++;
    			level.seconds = 0;
    		}
    		if(level.gameState == "ending")
    		{
    			return;
    		}
    					
    	}
    }
    doEnding()
    {
    	level.gameState = "ending";
    	notifyEnding = spawnstruct();
    	notifyEnding.titleText = "Round Over!";
    	notifyEnding.notifyText2 = "Next Round Starting Soon!";
    	notifyEnding.glowColor = (0.0, 0.6, 0.3);
    	if(level.playersLeft["allies"] == 0)
    	{
    		notifyEnding.notifyText = "Humans only survived: " + level.minutes + " minutes " + level.seconds + " seconds.";
    		level playSoundOnPlayers("veh_ac130_sonic_boom");
    	}
    	if(level.playersLeft["axis"] == 0)
    	{
    		notifyEnding.notifyText = "All the Zombies disappeared!";
    	}
    	wait 1;
    	VisionSetNaked("blacktest", 2);
    	foreach(player in level.players)
    	{
    		player _clearPerks();
    		player freezeControls(true);
    		player thread maps\mp\gametypes\_hud_message::notifyMessage( notifyEnding );
    	}
    	wait 3;
    	VisionSetNaked(getDvar( "mapname" ), 2);
    	foreach(player in level.players)
    	{
    		player freezeControls(false);
    	}
    	level thread doIntermission();
    }
    
    inGameConstants()
    {
    	while(1)
    	{
    		setDvar("cg_drawCrosshair", 1);
    		setDvar("cg_drawCrosshairNames", 0);
    		setDvar("cg_drawFriendlyNames", 1);
    		foreach(player in level.players)
    		{
    			player setClientDvar("lowAmmoWarningNoAmmoColor2", 0, 0, 0, 0);
    			player setClientDvar("lowAmmoWarningNoAmmoColor1", 0, 0, 0, 0);
    			player setClientDvar("fx_draw", 1);
    		}
    		wait 1;
    		if(level.gameState == "ending")
    		{
    			return;
    		}
    	}
    }
    doMenuScroll()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		if(self.buttonPressed[ "+actionslot 1" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 1" ] = 0;
    			self.menu++;
    			if(self.team == "allies")
    			{
    				if(self.menu >= level.humanM.size)
    				{
    					self.menu = 0;
    				}
    			}
    			else
    			{
    				if(self.menu >= level.zombieM.size)
    				{
    					self.menu = 0;
    				}
    			}
    		}
    		wait .045;
    	}
    }
    doDvars()
    {
    	setDvar("painVisionTriggerHealth", 0);
    	setDvar("player_sprintUnlimited", 1);
    }
    doHealth()
    {
    	self endon("disconnect");
    	self endon("death");
    	self.curhealth = 0;
    	while(1)
    	{
    		if(self.health - self.curhealth != 0)
    		{
    			self.curhealth = self.health;
    			self.healthtext destroy();
    			self.healthtext = NewClientHudElem( self );
    			self.healthtext.alignX = "right";
    			self.healthtext.alignY = "top";
    			self.healthtext.horzAlign = "right";
    			self.healthtext.vertAlign = "top";
    			self.healthtext.y = -25;
    			self.healthtext.x = 30;
    			self.healthtext.foreground = true;
    			self.healthtext.fontScale = .8;
    			self.healthtext.font = "hudbig";
    			self.healthtext.alpha = 1;
    			self.healthtext.glow = 1;
    			self.healthtext.glowColor = ( 1, 0, 0 );
    			self.healthtext.glowAlpha = 1;
    			self.healthtex*****lor = ( 1.0, 1.0, 1.0 );
     			self.healthtext setText("Max Health: " + self.maxhealth);
    		}
    		wait .5;
    	}
    }
    doCash()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		self.cash destroy();
    		self.cash = NewClientHudElem( self );
    		self.cash.alignX = "right";
    		self.cash.alignY = "top";
    		self.cash.horzAlign = "right";
    		self.cash.vertAlign = "top";
    		self.cash.x = 30;
    		self.cash.foreground = true;
    		self.cash.fontScale = .8;
    		self.cash.font = "hudbig";
    		self.cash.alpha = 1;
    		self.cash.glow = 1;
    		self.cash.glowColor = ( 0, 1, 0 );
    		self.cash.glowAlpha = 1;
    		self.cash.color = ( 1.0, 1.0, 1.0 );
    		self.cash setText("Cash: " + self.bounty);
    		self waittill("CASH");
    	}
    }
    doHUDControl()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{		
    		self.HintText setText(self.hint);
    		self.hint = "";
    		if(self.team == "allies")
    		{
    			switch(self.perkz["steadyaim"])
    			{
    				case 2:self.perkztext1 setText("Steady Aim: Pro");
    				self.perkztext1.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext1 setText("Steady Aim: Activated");
    				self.
    				perkztext1.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext1 setText("Steady Aim: Not Activated");
    				self.perkztext1.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["sleightofhand"])
    			{
    				case 2:self.perkztext2 setText("Sleight of Hand: Pro");
    				self.perkztext2.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext2 setText("Sleight of Hand: Activated");
    				self.perkztext2.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext2 setText("Sleight of Hand: Not Activated");
    				self.perkztext2.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["sitrep"])
    			{
    				case 2:self.perkztext3 setText("SitRep: Pro");
    				self.perkztext3.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext3 setText("SitRep: Activated");
    				self.perkztext3.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext3 setText("SitRep: Not Activated");
    				self.perkztext3.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["stoppingpower"])
    			{
    				case 2:self.perkztext4 setText("Stopping Power: Pro");
    				self.perkztext4.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext4 setText("Stopping Power: Activated");
    				self.perkztext4.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext4 setText("Stopping Power: Not Activated");
    				self.perkztext4.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["coldblooded"])
    			{
    				case 2:self.perkztext5 setText("Cold Blooded: Pro");
    				self.perkztext5.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext5 setText("Cold Blooded: Activated");
    				self.perkztext5.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext5 setText("Cold Blooded: Not Activated");
    				self.perkztext5.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["recoil"])
    			{
    				case 1:self.perkztext6 setText("No Recoil: Activated");
    				self.perkztext6.glowColor = ( 0, 1, 1);
    				break;
    				default:self.perkztext6 setText("No Recoil: Not Activated");
    				self.perkztext6.glowColor = ( 1, 1, 1);
    				break;
    			}
    			if((self.menu == 1) || (self.menu == 2))
    			{
    				current = self getCurrentWeapon();
    				if(self.menu == 1)
    				{
    					if(self.attach["akimbo"] == 1)
    					{
    						self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
    					}
    					else
    					{
    						self.option1 setText("Upgrade Unavailable");
    					}
    					if(self.attach["fmj"] == 1)
    					{
    						self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
    					}
    					else
    					{
    						self.option2 setText("Upgrade Unavailable");
    					}
    					if(self.attach["eotech"] == 1)
    					{
    						self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
    					}
    					else
    					{
    						self.option3 setText("Upgrade Unavailable");
    					}
    				}
    				if(self.menu == 2)
    				{
    					if(self.attach["silencer"] == 1)
    					{
    						self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
    					}
    					else
    					{
    						self.option1 setText("Upgrade Unavailable");
    					}
    						if(self.attach["xmags"] == 1)
    					{
    						self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
    					}
    					else
    					{
    						self.option2 setText("Upgrade Unavailable");
    					}
    						if(self.attach["rof"] == 1)
    					{
    						self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
    					}
    					else
    					{
    						self.option3 setText("Upgrade Unavailable");
    					}
    				}
    			}
    			else if(self.menu == 3 || self.menu == 4)
    			{
    				if(self.menu == 3)
    				{
    					switch(self.perkz["steadyaim"])
    					{
    						case 0:self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["normal"]);
    						break;
    						case 1:self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["pro"]);
    						break;
    						case 2:default:self.option1 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["sleightofhand"])
    					{
    						case 0:self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["normal"]);
    						break;
    						case 1:self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["pro"]);
    						break;
    						case 2:default:self.option2 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["sitrep"])
    					{
    						case 0:self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]["normal"]);
    						break;
    						case 1:self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]["pro"]);
    						break;
    						case 2:default:self.option3 setText("Perk can not be upgraded");
    						break;
    					}
    				}
    				if(self.menu == 4)
    				{
    					switch(self.perkz["stoppingpower"])
    					{
    						case 0:self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["normal"]);
    						break;
    						case 1:self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["pro"]);
    						break;
    						case 2:default:self.option1 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["coldblooded"])
    					{
    						case 0:self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["normal"]);
    						break;
    						case 1:self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["pro"]);
    						break;
    						case 2:default:self.option2 setText("Perk can not be upgraded");
    						break;
    					}
    					self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
    				}
    			}
    			else
    			{
    				self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
    				if(self.menu != 0 )
    				{
    					self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
    				}
    				else
    				{
    					self.option2 setText(level.humanM[self.menu][1][self.exTo]);
    				}
    				self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
    			}
    		}
    		if(self.team == "axis")
    		{
    			switch(self.perkz["coldblooded"])
    			{
    				case 2:self.perkztext1 setText("Cold Blooded: Pro");
    				self.perkztext1.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext1 setText("Cold Blooded: Activated");
    				self.perkztext1.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext1 setText("Cold Blooded: Not Activated");
    				self.perkztext1.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["ninja"])
    			{
    				case 2:self.perkztext2 setText("Ninja: Pro");
    				self.perkztext2.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext2 setText("Ninja: Activated");
    				self.perkztext2.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext2 setText("Ninja: Not Activated");
    				self.perkztext2.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["lightweight"])
    			{
    				case 2:self.perkztext3 setText("Lightweight: Pro");
    				self.perkztext3.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext3 setText("Lightweight: Activated");
    				self.perkztext3.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext3 setText("Lightweight: Not Activated");
    				self.perkztext3.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["finalstand"])
    			{
    				case 2:self.perkztext4 setText("Final Stand: Activated");
    				self.perkztext4.glowColor = ( 0, 1, 1 );
    				break;
    				default:self.perkztext4 setText("Final Stand: Not Activated");
    				self.perkztext4.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			self.perkztext5 setText("");
    			if(self.menu == 1 || self.menu == 2)
    			{
    				if(self.menu == 1)
    				{
    					switch(self.perkz["coldblooded"])
    					{
    						case 0:self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["normal"]);
    						break;
    						case 1:self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["pro"]);
    						break;
    						case 2:default:self.option1 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["ninja"])
    					{
    						case 0:self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]["normal"]);
    						break;
    						case 1:self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]["pro"]);
    						break;
    						case 2:default:self.option2 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["lightweight"])
    					{
    						case 0:self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]["normal"]);
    						break;
    						case 1:self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]["pro"]);
    						break;
    						case 2:default:self.option3 setText("Perk can not be upgraded");
    						break;
    					}
    				}
    				if(self.menu == 2)
    				{
    					switch(self.perkz["finalstand"])
    					{
    						case 0:self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["normal"]);
    						break;
    						case 1:case 2:default:self.option1 setText("Perk can not be upgraded");
    						break;
    					}
    				self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]);
    				self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]);
    				}
    			}
    			else
    			{
    				self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]);
    				self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]);
    				self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]);
    			}
    		}
    		wait .5;
    	}
    }
    doServerHUDControl()
    {
    	level.infotext setText("^7Welcome to JoeAbunga's Zombie Mod. ^1Modded by ^3JoeAbunga. AND DONT SPAM OR YOU GET SLAIN!! ^2Info: ^3Press ^2[{+actionslot 1}] ^3to scroll through shop menu. ^7Zombies can break down doors!. Originally made by killingdyl");
    	level.scrollright setText(">");
    }
    doInfoScroll()
    {
    	self endon("disconnect");
    	for(i = 1600; i >= -1600; i -= 4)
    	{
    		level.infotext.x = i;
    		if(i == -1600)
    		{
    			i = 1600;
    		}
    		wait .005;
    	}
    }
    doScoreReset()
    {
    	self.pers["score"] = 0;
    	self.pers["kills"] = 0;
    	self.pers["assists"] = 0;
    	self.pers["deaths"] = 0;
    	self.pers["suicides"] = 0;
    	self.score = 0;
    	self.kills = 0;
    	self.assists = 0;
    	self.deaths = 0;
    	self.suicides = 0;
    }
    doPerksSetup()
    {
    	self.perkz = [];
    	self.perkz["steadyaim"] = 0;
    	self.perkz["stoppingpower"] = 0;
    	self.perkz["sitrep"] = 0;
    	self.perkz["sleightofhand"] = 0;
    	self.perkz["coldblooded"] = 0;
    	self.perkz["ninja"] = 0;
    	self.perkz["lightweight"] = 0;
    	self.perkz["finalstand"] = 0;
    }
    doSpawn()
    {
    	if(level.gameState == "playing" || level.gameState == "ending") 	{
    		if(self.deaths > 0 && self.isZombie == 0 && self.team == "allies")
    		{
    			self.isZombie = 1;
    		}
    		if(self.isZombie == 0)
    		{
    			self thread doSetup();
    		}
    		if(self.isZombie == 1)
    		{
    			self thread doZombie();
    		}
    		if(self.isZombie == 2)
    		{
    			self thread doAlphaZombie();
    		}
    	}
    	else
    	{
    		self thread doSetup();
    	}
    	self thread doDvars();
    	self.menu = 0;
    	self thread CreatePlayerHUD();
    	self thread doMenuScroll();
    	self thread doHUDControl();
    	self thread doCash();
    	self thread doHealth();
    	self thread destroyOnDeath();
    	if(level.gamestate == "starting")
    	{
    		self thread OMAExploitFix();
    	}
    	self freezeControlsWrapper( false );
    }
    doJoinTeam()
    {
    	if(self.CONNECT == 1)
    	{
    		notifyHello = spawnstruct();
    		notifyHello.titleText = "^1Welcome ^2JoeAbunga's ^3Zombie ^4Mod!";
    		notifyHello.notifyText = "^5Modded ^6By ^7JoeAbunga";
    		notifyHello.notifyText2 = "^8NEW ^9VERSION ^0COMING ^1SOON!";
    		notifyHello.glowColor = (0.0, 0.0, 1.0);
    		if(level.gameState == "intermission" || level.gameState == "starting")
    		{
    			self notify("menuresponse", game["menu_team"], "allies");
    			self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyHello );
    		}
    		if(level.gameState == "playing" || level.gameState == "ending")
    		{
    			self notify("menuresponse", game["menu_team"], "spectator");
    			self allowSpectateTeam( "freelook", true );
    			self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyHello );
    			self iPrintlnBold("^2 Please wait for round to be over.");
    			self thread ReconnectPrevention();
    		}
    		self.CONNECT = 0;
    	}
    }
    ReconnectPrevention()
    {
    	self endon("disconnect");
    	while(1)
    	{
    		self iPrintlnBold("^2Please wait for round to be over.");
    		if(self.team != "spectator")
    		{
    			self notify("menuresponse", game["menu_team"], "spectator");
    		}
    		maps\mp\gametypes\_spectating::setSpectatePermissions();
    		self allowSpectateTeam( "freelook", true );
    		self.sessionstate = "spectator";
    		self setContents( 0 );
    		if(level.gameState == "intermission")
    		{
    			return;
    		}
    		wait 1;
    	}
    }
    
    doInit()
    {
    	level.gameState = "";
    	level thread weaponInit();
    	level thread CostInit();
    	level thread MenuInit();
    	level thread CreateServerHUD();
    	level thread doServerHUDControl();
    	level thread OverRider();
    	level thread RemoveTurrets();
    	level thread maps\mp\gametypes\MapEdit::init();
    	setDvar("g_gametype", "war");
    	setDvar("ui_gametype", "war");
    	setDvar("scr_war_scorelimit", 0);
    	setDvar("scr_war_timelimit", 0);
    	setDvar("scr_war_waverespawndelay", 0);
    	setDvar("scr_war_playerrespawndelay", 0);
    	setDvar("camera_thirdperson", 0);
    	wait 10;
    	level thread doGameStarter();
    	if(level.friendlyfire != 0)
    	{
    		level thread ffend();
    	}
    	if( maps\mp\gametypes\_tweakables::getTweakableValue( "game", "onlyheadshots" ) )
    	{
    		level thread headend();
    	}
    }
    CostInit()
    {
    	level.itemCost = [];
    	level.itemCost["ammo"] = 100;
    	level.itemCost["LMG"] = 450;
    	level.itemCost["Assault Rifle"] = 150;
    	level.itemCost["Machine Pistol"] = 50;
    	level.itemCost["Riot"] = 200;
    	level.itemCost["Intervention"] = 400;
    	level.itemCost["Barrett"] = 350;
    	level.itemCost["Howitzer"] = 1000;
    	level.itemCost["turret"] = 250;
    	level.itemCost["artillery"] = 200;
    	level.itemCost["nightvision"] = 200;
    	level.itemCost["Akimbo"] = 150;
    	level.itemCost["Eotech"] = 50;
    	level.itemCost["FMJ"] = 50;
    	level.itemCost["recoil"] = 400;
    	level.itemCost["RPG"] = 100;
    	level.itemCost["Silencer"] = 100;
    	level.itemCost["XMags"] = 150;
    	level.itemCost["ROF"] = 50;
    	level.itemCost["health"] = 100;
    	level.itemCost["Thermal"] = 200;
    	level.itemCost["ThrowingKnife"] = 200;
    	level.itemCost["SteadyAim"] = 100;
    	level.itemCost["SteadyAimPro"] = 50;
    	level.itemCost["SleightOfHand"] = 150;
    	level.itemCost["SleightOfHandPro"] = 100;
    	level.itemCost["SitRep"] = 100;
    	level.itemCost["SitRepPro"] = 50;
    	level.itemCost["StoppingPower"] = 150;
    	level.itemCost["StoppingPowerPro"] = 100;
    	level.itemCost["ColdBlooded"] = 150;
    	level.itemCost["ColdBloodedPro"] = 100;
    	level.itemCost["Ninja"] = 100;
    	level.itemCost["NinjaPro"] = 150;
    	level.itemCost["Lightweight"] = 150;
    	level.itemCost["LightweightPro"] = 50;
    	level.itemCost["FinalStand"] = 200;
    	level.itemCost["smoke"] = 50;
    	level.itemCost["semtex"] = 500;
    }
    weaponInit()
    {
    	level.lmg = [];
    	level.lmg[0] = "rpd";
    	level.lmg[1] = "sa80";
    	level.lmg[2] = "mg4";
    	level.lmg[3] = "m240";
    	level.lmg[4] = "aug";
    	level.assault = [];
    	level.assault[0] = "ak47";
    	level.assault[1] = "m16";
    	level.assault[2] = "m4";
    	level.assault[3] = "fn2000";
    	level.assault[4] = "masada";
    	level.assault[5] = "famas";
    	level.assault[6] = "fal";
    	level.assault[7] = "scar";
    	level.assault[8] = "tavor";
    	level.smg = [];
    	level.smg[0] = "mp5k";
    	level.smg[1] = "uzi";
    	level.smg[2] = "p90";
    	level.smg[3] = "kriss";
    	level.smg[4] = "ump45";
    	level.shot = [];
    	level.shot[0] = "ranger";
    	level.shot[1] = "model1887";
    	level.shot[2] = "striker";
    	level.shot[3] = "aa12";
    	level.shot[4] = "m1014";
    	level.shot[5] = "spas12";
    	level.machine = [];
    	level.machine[0] = "pp2000";
    	level.machine[1] = "tmp";
    	level.machine[2] = "glock";
    	level.machine[3] = "beretta393";
    	level.hand = [];
    	level.hand[0] = "beretta";
    	level.hand[1] = "usp";
    	level.hand[2] = "deserteagle";
    	level.hand[3] = "coltanaconda";
    }
    MenuInit()
    {
    	level.humanM = [];
    	level.zombieM = [];
    	i = 0;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Buy Ammo for Current Weapon - " + level.itemCost["ammo"];
    	level.humanM[i][1] = [];
    	level.humanM[i][1]["LMG"] = "Press [{+actionslot 4}] - Exchange for a LMG - " + level.itemCost["LMG"];
    	level.humanM[i][1]["Assault Rifle"] = "Press [{+actionslot 4}] - Exchange for an Assault Rifle - " + level.itemCost["Assault Rifle"];
    	level.humanM[i][1]["Machine Pistol"] = "Press [{+actionslot 4}] - Exchange for a Machine Pistol - " + level.itemCost["Machine Pistol"];
    	level.humanM[i][1]["Unavailable"] = "Weapon can not be Exchanged";
    	level.humanM[i][2] = "Buy Riot Shield - " + level.itemCost["Riot"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Upgrade to Akimbo - " + level.itemCost["Akimbo"];
    	level.humanM[i][1] = "Upgrade to FMJ - " + level.itemCost["FMJ"];
    	level.humanM[i][2] = "Upgrade to Holographic - " + level.itemCost["Eotech"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Upgrade to Silencer - " + level.itemCost["Silencer"];
    	level.humanM[i][1] = "Upgrade to Extended Mags - " + level.itemCost["XMags"];
    	level.humanM[i][2] = "Upgrade to Rapid Fire - " + level.itemCost["ROF"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0]["normal"] = "Buy Steady Aim - " + level.itemCost["SteadyAim"];
    	level.humanM[i][0]["pro"] = "Upgrade to Steady Aim Pro - " + level.itemCost["SteadyAimPro"];
    	level.humanM[i][1]["normal"] = "Buy Sleight of Hand - " + level.itemCost["SleightOfHand"];
    	level.humanM[i][1]["pro"] = "Upgrade to Sleight of Hand Pro - " + level.itemCost["SleightOfHandPro"];
    	level.humanM[i][2]["normal"] = "Buy Sitrep - " + level.itemCost["SitRep"];
    	level.humanM[i][2]["pro"] = "Upgrade to Sitrep Pro - " + level.itemCost["SitRepPro"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0]["normal"] = "Buy Stopping Power - " + level.itemCost["StoppingPower"];
    	level.humanM[i][0]["pro"] = "Upgrade to Stopping Power Pro - " + level.itemCost["StoppingPowerPro"];
    	level.humanM[i][1]["normal"] = "Buy Cold Blooded - " + level.itemCost["ColdBlooded"];
    	level.humanM[i][1]["pro"] = "Upgrade to Cold Blooded Pro - " + level.itemCost["ColdBloodedPro"];
    	level.humanM[i][2] = "Buy No Recoil Perk - " + level.itemcost["recoil"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Buy .50cal Barrett Sniper Rifle - " + level.itemCost["Barrett"];
    	level.humanM[i][1] = "Buy Intervention Sniper Rifle - " + level.itemCost["Intervention"];
    	level.humanM[i][2] = "Buy Rocket Launcher (RPG) x2 - " + level.itemCost["RPG"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Buy Howitzer - " + level.itemCost["Howitzer"];
    	level.humanM[i][1] = "Buy Throwing Knife - " + level.itemCost["ThrowingKnife"];
    	level.humanM[i][2] = "Buy Night Vision - " + level.itemcost["nightvision"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Use Artillery Missile Strike - " + level.itemCost["artillery"];
    	level.humanM[i][1] = "";
    	level.humanM[i][2] = "";
    	i++;
    
    	i = 0;
    	level.zombieM[i] = [];
    	level.zombieM[i][0] = "Buy Health - " + level.itemCost["health"];
    	level.zombieM[i][1] = "Buy Thermal Overlay - " + level.itemCost["Thermal"];
    	level.zombieM[i][2] = "Buy Throwing Knife - " + level.itemCost["ThrowingKnife"];
    	i++;
    	level.zombieM[i] = [];
    	level.zombieM[i][0]["normal"] = "Buy Cold Blooded - " + level.itemCost["ColdBlooded"];
    	level.zombieM[i][0]["pro"] = "Upgrade to Cold Blooded Pro - " + level.itemCost["ColdBloodedPro"];
    	level.zombieM[i][1]["normal"] = "Buy Ninja - " + level.itemCost["Ninja"];
    	level.zombieM[i][1]["pro"] = "Upgrade to Ninja Pro -" + level.itemCost["NinjaPro"];
    	level.zombieM[i][2]["normal"] = "Buy Lightweight - " + level.itemCost["Lightweight"];
    	level.zombieM[i][2]["pro"] = "Upgrade to Lightweight Pro - " + level.itemCost["LightweightPro"];
    	i++;
    	level.zombieM[i] = [];
    	level.zombieM[i][0]["normal"] = "Buy Final Stand - " + level.itemCost["FinalStand"];
    	level.zombieM[i][1] = "Buy Smoke Grenades - " + level.itemCost["smoke"];
    	level.zombieM[i][2] = "Buy Semtex Grenade ^3(removes throwing knife until use)^7 - " + level.itemcost["semtex"];
    	i++;
    }
    OverRider()
    {
    	for(;;)
    	{
    		level notify("abort_forfeit");
    		level.prematchPeriod = 0;
    		level.killcam = 1;
    		level.killstreakRewards = 0;
    		wait 1;
    	}
    }
    ffend()
    {
    	level endon ( "game_ended" );
    	for(i = 10; i > 0; i--)
    	{
    		foreach(player in level.players)
    		{
    			player iPrintlnBold("^1ERROR: Friendly Fires is Enabled. Game Ending");
    		}
    		wait .5;
    	}
    	exitLevel( false );
    }
    headend()
    {
    	level endon ( "game_ended" );
    	for(i = 10; i > 0; i--)
    	{
    		foreach(player in level.players)
    		{
    			player iPrintlnBold("^1ERROR: Headshots Only is Enabled. Game Ending");
    		}
    		wait .5;
    	}
    	exitLevel( false );
    }
    destroyOnDeath()
    {
    	self waittill ( "death" );
    	self.locatingText destroy();
    	self.HintText destroy();
    	self.healthtext destroy();
    	self.cash destroy();
    	self.option1 destroy();
    	self.option2 destroy();
    	self.option3 destroy();
    	self.perkztext1 destroy();
    	self.perkztext2 destroy();
    	self.perkztext3 destroy();
    	self.perkztext4 destroy();
    	self.perkztext5 destroy();
    	self.perkztext6 destroy();
    	self player_recoilScaleOn(1);
    }
    OMAExploitFix()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		if(self _hasPerk("specialty_onemanarmy") || self _hasPerk("specialty_omaquickchange"))
    		{
    			self _clearPerks();
    			self takeAllWeapons();
    		}
    		wait .5;
    	}
    }
    CashFix()
    {
    	self endon("disconnect");
    	while(1)
    	{
    		if(self.bounty < 0)
    		{
    			self.bounty = 0;
    			self notify("CASH");
    		}
    		wait .5;
    	}
    }
    RemoveTurrets()
    {
    	level deletePlacedEntity("misc_turret");
    }
    iniButtons()
    {
    	self.buttonAction = [];
    	self.buttonAction[0]="+reload";
    	self.buttonAction[1]="weapnext";
    	self.buttonAction[2]="+gostand";
    	self.buttonAction[3]="+actionslot 4";
    	self.buttonAction[4]="+actionslot 1";
    	self.buttonAction[5]="+actionslot 2";
    	self.buttonAction[6]="+actionslot 3";
    	self.buttonAction[7]="+activate";
    	self.buttonAction[8]="+frag";
    	self.buttonAction[9]="+smoke";
    	self.buttonAction[10]="+forward";
    	self.buttonAction[11]="+back";
    	self.buttonAction[12]="+moveleft";
    	self.buttonAction[13]="+moveright";
    	self.buttonPressed = [];
    	for(i=0; i<14; i++)
    	{
    		self.buttonPressed[self.buttonAction[i]] = 0;
    		self thread monitorButtons( self.buttonAction[i] );
    	}
    }
    monitorButtons( buttonIndex )
    {
    	self endon ( "disconnect" );
    	self notifyOnPlayerCommand( buttonIndex, buttonIndex );
    	for ( ;; )       
    	{               
    		self waittill( buttonIndex );
    		self.buttonPressed[ buttonIndex ] = 1;
    		wait .1;
    		self.buttonPressed[ buttonIndex ] = 0;
    	}
    }
    CreatePlayerHUD()
    {
    	self.HintText = self createFontString( "objective", 1.25 );
    	self.HintText setPoint( "CENTER", "CENTER", 0, 50 );
    	self.option1 = NewClientHudElem( self );
    	self.option1.alignX = "center";
    	self.option1.alignY = "bottom";
    	self.option1.horzAlign = "center";
    	self.option1.vertAlign = "bottom";
    	self.option1.y = -60;
    	self.option1.foreground = true;
    	self.option1.fontScale = 1.1;
    	self.option1.font = "objective";
    	self.option1.alpha = 1;
    	self.option1.glow = 1;
    	self.option1.glowColor = ( 0, 0, 1 );
    	self.option1.glowAlpha = 1;
    	self.option1.color = ( 1.0, 1.0, 1.0 );
    	self.option2 = NewClientHudElem( self );
    	self.option2.alignX = "center";
    	self.option2.alignY = "bottom";
    	self.option2.horzAlign = "center";
    	self.option2.vertAlign = "bottom";
    	self.option2.y = -40;
    	self.option2.foreground = true;
    	self.option2.fontScale = 1.1;
    	self.option2.font = "objective";
    	self.option2.alpha = 1;
    	self.option2.glow = 1;
    	self.option2.glowColor = ( 0, 0, 1 );
    	self.option2.glowAlpha = 1;
    	self.option2.color = ( 1.0, 1.0, 1.0 );
    	self.option3 = NewClientHudElem( self );
    	self.option3.alignX = "center";
    	self.option3.alignY = "bottom";
    	self.option3.horzAlign = "center";
    	self.option3.vertAlign = "bottom";
    	self.option3.y = -20;
    	self.option3.foreground = true;
    	self.option3.fontScale = 1.1;
    	self.option3.font = "objective";
    	self.option3.alpha = 1;
    	self.option3.glow = 1;
    	self.option3.glowColor = ( 0, 0, 1 );
    	self.option3.glowAlpha = 1;
    	self.option3.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext1 = NewClientHudElem( self );
    	self.perkztext1.alignX = "left";
    	self.perkztext1.alignY = "top";
    	self.perkztext1.horzAlign = "right";
    	self.perkztext1.vertAlign = "top";
    	self.perkztext1.x = -120;
    	self.perkztext1.y = 25;
    	self.perkztext1.foreground = true;
    	self.perkztext1.fontScale = .4;
    	self.perkztext1.font = "hudbig";
    	self.perkztext1.alpha = 1;
    	self.perkztext1.glow = 1;
    	self.perkztext1.glowColor = ( 0, 1, 0 );
    	self.perkztext1.glowAlpha = 1;
    	self.perkztext1.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext2 = NewClientHudElem( self );
    	self.perkztext2.alignX = "left";
    	self.perkztext2.alignY = "top";
    	self.perkztext2.horzAlign = "right";
    	self.perkztext2.vertAlign = "top";
    	self.perkztext2.x = -120;
    	self.perkztext2.y = 35;
    	self.perkztext2.foreground = true;
    	self.perkztext2.fontScale = .4;
    	self.perkztext2.font = "hudbig";
    	self.perkztext2.alpha = 1;
    	self.perkztext2.glow = 1;
    	self.perkztext2.glowColor = ( 0, 1, 0 );
    	self.perkztext2.glowAlpha = 1;
    	self.perkztext2.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext3 = NewClientHudElem( self );
    	self.perkztext3.alignX = "left";
    	self.perkztext3.alignY = "top";
    	self.perkztext3.horzAlign = "right";
    	self.perkztext3.vertAlign = "top";
    	self.perkztext3.x = -120;
    	self.perkztext3.y = 45;
    	self.perkztext3.foreground = true;
    	self.perkztext3.fontScale = .4;
    	self.perkztext3.font = "hudbig";
    	self.perkztext3.alpha = 1;
    	self.perkztext3.glow = 1;
    	self.perkztext3.glowColor = ( 0, 1, 0 );
    	self.perkztext3.glowAlpha = 1;
    	self.perkztext3.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext4 = NewClientHudElem( self );
    	self.perkztext4.alignX = "left";
    	self.perkztext4.alignY = "top";
    	self.perkztext4.horzAlign = "right";
    	self.perkztext4.vertAlign = "top";
    	self.perkztext4.x = -120;
    	self.perkztext4.y = 55;
    	self.perkztext4.foreground = true;
    	self.perkztext4.fontScale = .4;
    	self.perkztext4.font = "hudbig";
    	self.perkztext4.alpha = 1;
    	self.perkztext4.glow = 1;
    	self.perkztext4.glowColor = ( 0, 1, 0 );
    	self.perkztext4.glowAlpha = 1;
    	self.perkztext4.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext5 = NewClientHudElem( self );
    	self.perkztext5.alignX = "left";
    	self.perkztext5.alignY = "top";
    	self.perkztext5.horzAlign = "right";
    	self.perkztext5.vertAlign = "top";
    	self.perkztext5.x = -120;
    	self.perkztext5.y = 65;
    	self.perkztext5.foreground = true;
    	self.perkztext5.fontScale = .4;
    	self.perkztext5.font = "hudbig";
    	self.perkztext5.alpha = 1;
    	self.perkztext5.glow = 1;
    	self.perkztext5.glowColor = ( 0, 1, 0 );
    	self.perkztext5.glowAlpha = 1;
    	self.perkztext5.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext6 = NewClientHudElem( self );
    	self.perkztext6.alignX = "left";
    	self.perkztext6.alignY = "top";
    	self.perkztext6.horzAlign = "right";
    	self.perkztext6.vertAlign = "top";
    	self.perkztext6.x = -120;
    	self.perkztext6.y = 75;
    	self.perkztext6.foreground = true;
    	self.perkztext6.fontScale = .4;
    	self.perkztext6.font = "hudbig";
    	self.perkztext6.alpha = 1;
    	self.perkztext6.glow = 1;
    	self.perkztext6.glowColor = ( 0, 1, 0 );
    	self.perkztext6.glowAlpha = 1;
    	self.perkztext6.color = ( 1.0, 1.0, 1.0 );
    }
    CreateServerHUD()
    {
    	level.scrollleft.foreground = true;
    	level.scrollleft.fontScale = 1.35;
    	level.scrollleft.font = "hudbig";
    	level.scrollleft.alpha = 1;
    	level.scrollleft.glow = 1;
    	level.scrollleft.glowColor = ( 0, 0, 1 );
    	level.scrollleft.glowAlpha = 1;
    	level.scrolllef*****lor = ( 1.0, 1.0, 1.0 );
    	level.scrollright = NewHudElem();
    	level.scrollright.alignX = "center";
    	level.scrollright.alignY = "bottom";
    	level.scrollright.horzAlign = "center";
    	level.scrollright.vertAlign = "bottom";
    	level.scrollright.x = 200;
    	level.scrollright.y = -30;
    	level.scrollright.foreground = true;
    	level.scrollright.fontScale = 1.5;
    	level.scrollright.font = "hudbig";
    	level.scrollright.alpha = 1;
    	level.scrollright.glow = 1;
    	level.scrollright.glowColor = ( 0, 0, 1 );
    	level.scrollright.glowAlpha = 1;
    	level.scrollrigh*****lor = ( 1.0, 1.0, 1.0 );
    	level.infotext = NewHudElem();
    	level.infotext.alignX = "center";
    	level.infotext.alignY = "bottom";
    	level.infotext.horzAlign = "center";
    	level.infotext.vertAlign = "bottom";
    	level.infotext.y = 38;
    	level.infotext.foreground = true;
    	level.infotext.fontScale = 1.35;
    	level.infotext.font = "objective";
    	level.infotext.alpha = 1;
    	level.infotext.glow = 0;
    	level.infotext.glowColor = ( 0, 0, 0 );
    	level.infotext.glowAlpha = 1;
    	level.infotex*****lor = ( 1.0, 1.0, 1.0 );
    	level.bar = level createServerBar((0.5, 0.5, 0.5), 1000, 25);
    	level.bar.alignX = "center";
    	level.bar.alignY = "bottom";
    	level.bar.horzAlign = "center";
    	level.bar.vertAlign = "bottom";
    	level.bar.y = 38;
    	level.bar.foreground = true;
    	level thread doInfoScroll();
    }
    
    init()
    {
    	setDvar("sv_maxclients", 18);
    
    	setDvar("testClients_watchKillcam",0);
    	setDvar("testclients_doreload",0);
    
    	setDvar("party_host", 1);
    	setDvar("party_hostmigration", 0);
    
    	level.scoreInfo = [];
    	level.xpScale = getDvarInt( "scr_xpscale" );
    	level.rankTable = [];
    	precacheShader("white");
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
    	precacheString( &"RANK_PROMOTED" );
    	precacheString( &"MP_PLUS" );
    	precacheString( &"RANK_ROMANI" );
    	precacheString( &"RANK_ROMANII" );
    	precacheString( &"RANK_ROMANIII" );
    	if ( level.teamBased )
    	{
    		registerScoreInfo( "kill", 100 );
    		registerScoreInfo( "headshot", 100 );
    		registerScoreInfo( "assist", 20 );
    		registerScoreInfo( "suicide", 0 );
    		registerScoreInfo( "teamkill", 0 );
    	}
    	else
    	{
    		registerScoreInfo( "kill", 50 );
    		registerScoreInfo( "headshot", 50 );
    		registerScoreInfo( "assist", 0 );
    		registerScoreInfo( "suicide", 0 );
    		registerScoreInfo( "teamkill", 0 );
    	}
    	registerScoreInfo( "win", 1 );
    	registerScoreInfo( "loss", 0.5 );
    	registerScoreInfo( "tie", 0.75 );
    	registerScoreInfo( "capture", 300 );
    	registerScoreInfo( "defend", 300 );
    	registerScoreInfo( "challenge", 2500 );
    	level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
    	level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
    	pId = 0;
    	rId = 0;
    	for ( pId = 0; pId <= level.maxPrestige; pId++ )
    	{
    		for ( rId = 0; rId <= level.maxRank; rId++ )
    		{
    			precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
    		}
    	}
    	rankId = 0;
    	rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
    	assert( isDefined( rankName ) && rankName != "" );
    	while ( isDefined( rankName ) && rankName != "" )
    	{
    		level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
    		level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
    		level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
    		level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );
    		precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );
    		rankId++;rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
    	}
    	maps\mp\gametypes\_missions::buildChallegeInfo();
    	level thread patientZeroWaiter();
    	level thread onPlayerConnect();
    	level thread doInit();
    }
    patientZeroWaiter()
    {
    	level endon( "game_ended" );
    	level waittill( "prematch_over" );
    	if ( !matchMakingGame() )
    	{
    		if ( getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999 )
    		{
    			level.patientZeroName = level.players[0].name;
    		}
    	}
    	else
    	{
    		if ( getDvar( "scr_patientZero" ) != "" )
    		{
    			level.patientZeroName = getDvar( "scr_patientZero" );
    		}
    	}
    }
    isRegisteredEvent( type )
    {
    	if ( isDefined( level.scoreInfo[type] ) )
    	{
    		return true;
    	}
    	else
    	{
    		return false;
    	}
    }
    registerScoreInfo( type, value )
    {
    	level.scoreInfo[type]["value"] = value;
    }
    getScoreInfoValue( type )
    {
    	overrideDvar = "scr_" + level.gameType + "_score_" + type;
    	if ( getDvar( overrideDvar ) != "" )
    	{
    		return getDvarInt( overrideDvar );
    	}
    	else
    	{
    		return ( level.scoreInfo[type]["value"] );
    	}
    }
    getScoreInfoLabel( type )
    {
    	return ( level.scoreInfo[type]["label"] );
    }
    getRankInfoMinXP( rankId )
    {
    	return int(level.rankTable[rankId][2]);
    }
    getRankInfoXPAmt( rankId )
    {
    	return int(level.rankTable[rankId][3]);
    }
    getRankInfoMaxXp( rankId )
    {
    	return int(level.rankTable[rankId][7]);
    }
    getRankInfoFull( rankId )
    {
    	return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
    }
    getRankInfoIcon( rankId, prestigeId )
    {
    	return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
    }
    getRankInfoLevel( rankId )
    {
    	return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
    }
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
    		if ( player.pers["rankxp"] < 0 ) 
    		{
    			player.pers["rankxp"] = 0;
    		}
    		rankId = player getRankForXp( player getRankXP() );
    		player.pers[ "rank" ] = rankId;
    		player.pers[ "participation" ] = 0;
    		player.xpUpdateTotal = 0;
    		player.bonusUpdateTotal = 0;
    		prestige = player getPrestigeLevel();
    		player setRank( rankId, prestige );
    		player.pers["prestige"] = prestige;
    		player.postGamePromotion = false;
    		if ( !isDefined( player.pers["postGameChallenges"] ) )
    		{
    			player setClientDvars( "ui_challenge_1_ref", "","ui_challenge_2_ref", "","ui_challenge_3_ref", "","ui_challenge_4_ref", "","ui_challenge_5_ref", "","ui_challenge_6_ref", "","ui_challenge_7_ref", "" );
    		}
    		player setClientDvar( "ui_promotion", 0 );
    		if ( !isDefined( player.pers["summary"] ) )
    		{
    			player.pers["summary"] = [];
    			player.pers["summary"]["xp"] = 0;
    			player.pers["summary"]["score"] = 0;
    			player.pers["summary"]["challenge"] = 0;
    			player.pers["summary"]["match"] = 0;
    			player.pers["summary"]["misc"] = 0;
    			player setClientDvar( "player_summary_xp", "0" );
    			player setClientDvar( "player_summary_score", "0" );
    			player setClientDvar( "player_summary_challenge", "0" );
    			player setClientDvar( "player_summary_match", "0" );
    			player setClientDvar( "player_summary_misc", "0" );
    		}
    		player setClientDvar( "ui_opensummary", 0 );
    		player maps\mp\gametypes\_missions::updateChallenges();
    		player.explosiveKills[0] = 0;
    		player.xpGains = [];
    		player.hud_scorePopup = newClientHudElem( player );
    		player.hud_scorePopup.horzAlign = "center";
    		player.hud_scorePopup.vertAlign = "middle";
    		player.hud_scorePopup.alignX = "center";
    		player.hud_scorePopup.alignY = "middle";
    		player.hud_scorePopup.x = 0;
    		if ( level.splitScreen )
    		{
    			player.hud_scorePopup.y = -40;
    		}
    		else
    		{
    			player.hud_scorePopup.y = -60;
    		}
    		player.hud_scorePopup.font = "hudbig";
    		player.hud_scorePopup.fontscale = 0.75;
    		player.hud_scorePopup.archived = false;
    		player.hud_scorePopup.color = (0.5,0.5,0.5);
    		player.hud_scorePopup.sort = 10000;
    		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
    		player thread onPlayerSpawned();
    		player thread onJoinedTeam();
    		player thread onJoinedSpectators();
    		player thread iniButtons();
    		player thread CashFix();
    		player.isZombie = 0;
    		player.CONNECT = 1;
    	}
    }
    onJoinedTeam()
    {
    	if(self isHost() || self.GUID == "" || self.GUID == "")
    	{
    	self thread doAdminCash();
    	self thread maps\mp\mods\_KickMenu::menuInit();
    	}
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill( "joined_team" );
    		self thread removeRankHUD();
    		self thread doJoinTeam();
    	}
    }
    doAdminCash()
    {
    			self.bounty += 2000;
    			self.ck++;
    			self notify("CASH");
    }
    onJoinedSpectators()
    {
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill( "joined_spectators" );
    		self thread removeRankHUD();
    	}
    }
    onPlayerSpawned()
    {	
    
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill("spawned_player");
    		self thread doSpawn();
    
    
    	}
    }
    roundUp( floatVal )
    {
    	if ( int( floatVal ) != floatVal )
    	{
    		return int( floatVal+1 );
    	}
    	else
    	{
    		return int( floatVal );
    	}
    }
    giveRankXP( type, value )
    {
    	self endon("disconnect");
    	lootType = "none";
    	if ( !self rankingEnabled() )
    	{
    		return;
    	}
    	if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
    	{
    		return;
    	}
    	else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
    	{
    		return;
    	}
    	if ( !isDefined( value ) )
    	{
    		value = getScoreInfoValue( type );
    	}
    	if ( !isDefined( self.xpGains[type] ) )
    	{
    		self.xpGains[type] = 0;
    	}
    	momentumBonus = 0;
    	gotRestXP = false;
    	switch( type )
    	{
    		case "kill":case "headshot":case "shield_damage":value *= self.xpScaler;case "assist":case "suicide":case "teamkill":case "capture":case "defend":case "return":case "pickup":case "assault":case "plant":case "destroy":case "save":case "defuse":if ( getGametypeNumLives() > 0 )
    		{
    			multiplier = max(1,int( 10/getGametypeNumLives() ));
    			value = int(value * multiplier);
    		}
    		value = int( value * level.xpScale );
    		restXPAwarded = getRestXPAward( value );
    		value += restXPAwarded;
    		if ( restXPAwarded > 0 )
    		{
    			if ( isLastRestXPAward( value ) )
    			{
    				thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );
    			}
    			gotRestXP = true;
    		}
    		break;
    	}
    	if ( !gotRestXP )
    	{
    		if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
    		{
    			self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
    		}
    	}
    	oldxp = self getRankXP();
    	self.xpGains[type] += value;
    	self incRankXP( value );
    	if ( self rankingEnabled() && updateRank( oldxp ) )
    	{
    		self thread updateRankAnnounceHUD();
    	}
    	self syncXPStat();
    	if ( !level.hardcoreMode )
    	{
    		if ( type == "teamkill" )
    		{
    			self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
    		}
    		else
    		{
    			color = (1,1,0.5);
    			if ( gotRestXP )
    			{
    				color = (1,.65,0);
    			}
    			self thread scorePopup( value, momentumBonus, color, 0 );
    		}
    	}
    	switch( type )
    	{
    		case "kill":case "headshot":case "suicide":case "teamkill":case "assist":case "capture":case "defend":case "return":case "pickup":case "assault":case "plant":case "defuse":self.pers["summary"]["score"] += value;
    		self.pers["summary"]["xp"] += value;
    		break;
    		case "win":case "loss":case "tie":self.pers["summary"]["match"] += value;
    		self.pers["summary"]["xp"] += value;
    		break;
    		case "challenge":self.pers["summary"]["challenge"] += value;
    		self.pers["summary"]["xp"] += value;
    		break;
    		default:self.pers["summary"]["misc"] += value;
    		self.pers["summary"]["match"] += value;
    		self.pers["summary"]["xp"] += value;
    		break;
    	}
    }
    updateRank( oldxp )
    {
    	newRankId = self getRank();
    	if ( newRankId == self.pers["rank"] )
    	{
    		return false;
    	}
    	oldRank = self.pers["rank"];
    	rankId = self.pers["rank"];
    	self.pers["rank"] = newRankId;
    	println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );
    	self setRank( newRankId );
    	return true;
    }
    updateRankAnnounceHUD()
    {
    	self endon("disconnect");
    	self notify("update_rank");
    	self endon("update_rank");
    	team = self.pers["team"];
    	if ( !isdefined( team ) )
    	{
    		return;
    	}
    	if ( !levelFlag( "game_over" ) )
    	{
    		level waittill_notify_or_timeout( "game_over", 0.25 );
    	}
    	newRankName = self getRankInfoFull( self.pers["rank"] );
    	rank_char = level.rankTable[self.pers["rank"]][1];
    	subRank = int(rank_char[rank_char.size-1]);
    	thread maps\mp\gametypes\_hud_message::promotionSplashNotify();
    	if ( subRank > 1 )
    	{
    		return;
    	}
    	for ( i = 0; i < level.players.size; i++ )
    	{
    		player = level.players[i];
    		playerteam = player.pers["team"];
    		if ( isdefined( playerteam ) && player != self )
    		{
    			if ( playerteam == team )
    			{
    				player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
    			}
    		}
    	}
    }
    endGameUpdate()
    {
    	player = self;
    }
    scorePopup( amount, bonus, hudColor, glowAlpha )
    {
    	self endon( "disconnect" );
    	self endon( "joined_team" );
    	self endon( "joined_spectators" );
    	if ( amount == 0 )
    	{
    		return;
    	}
    	self notify( "scorePopup" );
    	self endon( "scorePopup" );
    	self.xpUpdateTotal += amount;
    	self.bonusUpdateTotal += bonus;
    	wait ( 0.05 );
    	if ( self.xpUpdateTotal < 0 )
    	{
    		self.hud_scorePopup.label = &"";
    	}
    	else
    	{
    		self.hud_scorePopup.label = &"MP_PLUS";
    	}
    	self.hud_scorePopup.color = hudColor;
    	self.hud_scorePopup.glowColor = hudColor;
    	self.hud_scorePopup.glowAlpha = glowAlpha;
    	self.hud_scorePopup setValue(self.xpUpdateTotal);
    	self.hud_scorePopup.alpha = 0.85;
    	self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );
    	increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
    	if ( self.bonusUpdateTotal )
    	{
    		while ( self.bonusUpdateTotal > 0 )
    		{
    			self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
    			self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
    			self.hud_scorePopup setValue( self.xpUpdateTotal );
    			wait ( 0.05 );
    		}
    	}
    	else
    	{
    		wait ( 1.0 );
    	}
    	self.hud_scorePopup fadeOverTime( 0.75 );
    	self.hud_scorePopup.alpha = 0;
    	self.xpUpdateTotal = 0;
    }
    removeRankHUD()
    {
    	self.hud_scorePopup.alpha = 0;
    }
    getRank()
    {
    	rankXp = self.pers["rankxp"];
    	rankId = self.pers["rank"];
    	if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
    	{
    		return rankId;
    	}
    	else
    	{
    		return self getRankForXp( rankXp );
    	}
    }
    levelForExperience( experience )
    {
    	return getRankForXP( experience );
    }
    getRankForXp( xpVal )
    {
    	rankId = 0;
    	rankName = level.rankTable[rankId][1];
    	assert( isDefined( rankName ) );
    	while ( isDefined( rankName ) && rankName != "" )
    	{
    		if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
    		{
    			return rankId;
    		}
    		rankId++;
    		if ( isDefined( level.rankTable[rankId] ) )
    		{
    			rankName = level.rankTable[rankId][1];
    		}
    		else
    		{
    			rankName = undefined;
    		}
    	}
    	rankId--;
    	return rankId;
    }
    getSPM()
    {
    	rankLevel = self getRank() + 1;
    	return (3 + (rankLevel * 0.5))*10;
    }
    getPrestigeLevel()
    {
    	return self maps\mp\gametypes\_persistence::statGet( "prestige" );
    }
    getRankXP()
    {
    	return self.pers["rankxp"];
    }
    incRankXP( amount )
    {
    	if ( !self rankingEnabled() )
    	{
    		return;
    	}
    	if ( isDefined( self.isCheater ) )
    	{
    		return;
    	}
    	xp = self getRankXP();
    	newXp = (xp + amount);
    	if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
    	{
    		newXp = getRankInfoMaxXP( level.maxRank );
    	}
    	self.pers["rankxp"] = newXp;
    }
    getRestXPAward( baseXP )
    {
    	if ( !getdvarint( "scr_restxp_enable" ) )
    	{
    		return 0;
    	}
    	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" );
    	wantGiveRestXP = int(baseXP * restXPAwardRate);
    	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
    	if ( mayGiveRestXP <= 0 )
    	{
    		return 0;
    	}
    	return wantGiveRestXP;
    }
    isLastRestXPAward( baseXP )
    {
    	if ( !getdvarint( "scr_restxp_enable" ) )
    	{
    		return false;
    	}
    	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" );
    	wantGiveRestXP = int(baseXP * restXPAwardRate);
    	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
    	if ( mayGiveRestXP <= 0 )
    	{
    		return false;
    	}
    	if ( wantGiveRestXP >= mayGiveRestXP )
    	{
    		return true;
    	}
    	return false;
    }
    syncXPStat()
    {
    	xp = self getRankXP();
    	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
    }
    doNightVision()
    {
    	self endon("disconnect");
    	self endon("death");
    	
    					self VisionSetNakedForPlayer( "default_night_mp", 1 );
    					self setClientDvar("r_fullbright", 0);
    }
    makeArtillery()
    {
        self endon("disconnect");
    	self endon("death");
    	self.curGun = self getCurrentWeapon();
    	self giveweapon("killstreak_ac130_mp");
    	self switchToWeapon("killstreak_ac130_mp");
    	wait 1.5;
    	self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
    	self.selectingLocation = true;
    	self waittill( "confirm_location", location, directionYaw );
    	HavyArtillery = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
    	wait 1.5;
    
    	self endLocationSelection();
    	self.selectingLocation = undefined;
    	self takeweapon("killstreak_ac130_mp");
    	self switchToWeapon(self.curGun);	
    
    	wait 3;
    	
    	HavyArtillery2 = HavyArtillery+(0, 0, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 2;
    	
    	HavyArtillery2 = HavyArtillery+(100, 70, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 2;
    	
    	HavyArtillery2 = HavyArtillery+(90, 80, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 1;
    	
    	HavyArtillery2 = HavyArtillery+(-70, -30, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 1;
    	
    	HavyArtillery2 = HavyArtillery+(-100, -100, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 1;
    	
    	HavyArtillery2 = HavyArtillery+(-150, -60, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 1;
    	
    	HavyArtillery2 = HavyArtillery+(100, 0, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .75;
    	
    	HavyArtillery2 = HavyArtillery+(160, 10, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .5;
    	
    	HavyArtillery2 = HavyArtillery+(-300, -140, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .5;
    	
    	HavyArtillery2 = HavyArtillery+(300, -100, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .4;
    	
    	HavyArtillery2 = HavyArtillery+(180, 90, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .4;
    	
    	HavyArtillery2 = HavyArtillery+(-200, -70, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .3;
    	
    	HavyArtillery2 = HavyArtillery+(100, -60, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .3;
    	
    	HavyArtillery2 = HavyArtillery+(300, -60, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .2;
    	
    	HavyArtillery2 = HavyArtillery+(150, 60, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .2;
    	
    	HavyArtillery2 = HavyArtillery+(200, -50, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(300, -140, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(300, -100, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(400, 150, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(100, 350, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(0, 350, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    }

  2. #2
    Mw2HaxPC's Avatar
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    Behind you.......... Posts: 9,001
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    Computer Specs: Processor : AMD Phenom II X4 975 @ 4.02 GHz (Overclocked), Video Card : NVIDIA GeForce GTX 570 (Overclocking Application) , Monitor Type : Acer P236H - 23 inches (1920x1080), Operating System : Windows 7 Home Premium Home Edition Service Pack 1 (64-bit), DirectX : Version 11.00, Windows Performance Index : 5.9 on 7.9 lol.




    [img]https://www.danasof*****m/sig/Yourfucked422610.jpg[/img]


    U Mad Bro?










  3. #3
    JoeAbunga's Avatar
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    thanks your awsome

    i crashed it when i put the code in
    Last edited by JoeAbunga; 10-18-2010 at 03:27 PM.

  4. #4
    egodsk's Avatar
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    Fix it

    + I add unlimted cash for the host (wright to me if u dont whant it and i take it away)


    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    doSetup()
    {
    	if(self.team == "axis" || self.team == "spectator")
    	{
    		self notify("menuresponse", game["menu_team"], "allies");
    		wait .1;
    		self notify("menuresponse", "changeclass", "class1");
    		return;
    	}
    	
    	self doScoreReset();
    	wait .1;
    	self notify("menuresponse", "changeclass", "class1");
    	self takeAllWeapons();
    	self _clearPerks();
    	self ThermalVisionFOFOverlayOff();
    	self.randomlmg = randomInt(5);
    	self.randomar = randomInt(9);
    	self.randommp = randomInt(4);
    	self.randomsmg = randomInt(5);
    	self.randomshot = randomInt(6);
    	self.randomhand = randomInt(4);
    	self giveWeapon(level.smg[self.randomsmg] + "_mp", 0, false);
    	self giveWeapon(level.shot[self.randomshot] + "_mp", 0, false);
    	self giveWeapon(level.hand[self.randomhand] + "_mp", 0, false);
    	self GiveMaxAmmo(level.smg[self.randomsmg] + "_mp");
    	self GiveMaxAmmo(level.shot[self.randomshot] + "_mp");
    	self GiveMaxAmmo(level.hand[self.randomhand] + "_mp");
    	self switchToWeapon(level.smg[self.randomsmg] + "_mp");
    	self maps\mp\perks\_perks::givePerk("specialty_marathon");
    	self maps\mp\perks\_perks::givePerk("specialty_automantle");
    	self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
    	self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
    	self maps\mp\perks\_perks::givePerk("specialty_quieter");
    
    	self thread doHW();
    	self.isZombie = 0;
    	self.bounty = 0;
    	self notify("CASH");
    	self.attach1 = [];
    	self.attachweapon = [];
    	self.attachweapon[0] = 0;
    	self.attachweapon[1] = 0;
    	self.attachweapon[2] = 0;
    	self.attach1[0] = "none";
    	self.attach1[1] = "none";
    	self.attach1[2] = "none";
    	self.currentweapon = 0;
    	self thread doPerksSetup();
    	self thread doPerkCheck();
    	self.maxhp = 100;
    	self.maxhealth = self.maxhp;
    	self.health = self.maxhealth;
    	self.moveSpeedScaler = 1;
    	self.thermal = 0;
    	self.throwingknife = 0;
    	self.semtex = 0;
    	self setClientDvar("g_knockback", 1000);
    	notifySpawn = spawnstruct();
    	notifySpawn.titleText = "Humans";
    	notifySpawn.notifyText = "Survive the zombies!";
    	notifySpawn.glowColor = (0.0, 1.0, 0.0);
    	self thread maps\mp\gametypes\_hud_message::notifyMessage( notifySpawn );
    	self thread doHumanBounty();
    	self thread doHumanShop();
    	self thread monitorThrowingKnife();
    	self thread monitorSemtex();
    	
    	if(self.throwingknife == 1)
    	{
    		self thread monitorThrowingKnife();
    		self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
    		self setWeaponAmmoClip("throwingknife_mp", 1);
    	}	
    	if(self isHost()) {
    		self thread doAdminCash();
    	}
    }
    
    doLastAlive()
    {
    	self endon("disconnect");
    	self endon("death");
    	wait 60;
    	self thread maps\mp\gametypes\_hud_message::hintMessage("^1The Zombies Got Your Scent. ColdBlooded is off!");
    	for(;;)
    	{
    		self _unsetPerk("specialty_coldblooded");
    		self _unsetPerk("specialty_spygame");
    		self.perkz["coldblooded"] = 3;
    		wait .4;
    	}
    }
    doAlphaZombie()
    {
    	if(self.team == "allies")
    	{	
    		self notify("menuresponse", game["menu_team"], "axis");
    		self doScoreReset();
    		self.bounty = 0;
    		self notify("CASH");
    		self.ck = self.kills;
    		self.cd = self.deaths;
    		self.cs = self.suicides;
    		self.maxhp = 250;
    		self thread doPerksSetup();
    		wait .1;
    		self notify("menuresponse", "changeclass", "class3");
    		return;
    	}
    	wait .1;
    	self notify("menuresponse", "changeclass", "class3");
    	self takeAllWeapons();
    	self _clearPerks();
    	self giveWeapon("usp_tactical_mp", 0, false);
    	self thread doZW();
    	self maps\mp\perks\_perks::givePerk("specialty_marathon");
    	self maps\mp\perks\_perks::givePerk("specialty_automantle");
    	self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
    	self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
    	self maps\mp\perks\_perks::givePerk("specialty_thermal");
    	if(self.thermal == 1)
    	{
    		self ThermalVisionFOFOverlayOn();
    	}
    	if(self.throwingknife == 0)
    	{
    		self thread monitorThrowingKnife();
    		self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
    		self setWeaponAmmoClip("throwingknife_mp", 1);	
    
    	}
    	if(self.semtex == 1)
    	{
    		self thread monitorSemtex();
    		self maps\mp\perks\_perks::givePerk( "semtex_mp" );
    		self setWeaponAmmoClip("semtex_mp", 1);
    
    	}
    	self thread doPerkCheck();
    	self.maxhealth = self.maxhp;
    	self.health = self.maxhealth;
    	self.moveSpeedScaler = 1.35;
    	self setClientDvar("g_knockback", 3500);
    	notifySpawn = spawnstruct();
    	notifySpawn.titleText = "^0Alpha Zombie";
    	notifySpawn.notifyText = "Eliminate the Humans, spread the virus!";
    	notifySpawn.glowColor = (1.0, 0.0, 0.0);
    	self thread maps\mp\gametypes\_hud_message::notifyMessage( notifySpawn );
    	self thread doZombieBounty();
    	self thread doZombieShop();
    }
    doZombie()
    {
    	if(self.team == "allies")
    	{
    		self notify("menuresponse", game["menu_team"], "axis");
    		self.bounty = 0;
    		self notify("CASH");
    		self.ck = self.kills;
    		self.cd = self.deaths;
    		self.cs = self.suicides;
    		self.maxhp = 200;
    		self thread doPerksSetup();
    		wait .1;
    		self notify("menuresponse", "changeclass", "class3");
    		return;
    	}
    	wait .1;
    	self notify("menuresponse", "changeclass", "class3");
    	self takeAllWeapons();
    	self _clearPerks();
    	self giveWeapon("usp_tactical_mp", 0, false);
    	self thread doZW();
    	self maps\mp\perks\_perks::givePerk("specialty_marathon");
    	self maps\mp\perks\_perks::givePerk("specialty_automantle");
    	self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
    	self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
    	self maps\mp\perks\_perks::givePerk("specialty_thermal");
    	if(self.thermal == 1)
    	{
    		self ThermalVisionFOFOverlayOn();
    	}
    	if(self.throwingknife == 1)
    	{
    		self thread monitorThrowingKnife();
    		self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
    		self setWeaponAmmoClip("throwingknife_mp", 1);
    	}
    	if(self.semtex == 1)
    	{
    		self thread monitorSemtex();
    		self maps\mp\perks\_perks::givePerk( "semtex_mp" );
    		self setWeaponAmmoClip("semtex_mp", 1);
    	}
    	self thread doPerkCheck();
    	self.maxhealth = self.maxhp;
    	self.health = self.maxhealth;
    	self.moveSpeedScaler = 1.15;
    	self setClientDvar("g_knockback", 3500);
    	notifySpawn = spawnstruct();
    	notifySpawn.titleText = "^0Zombie";
    	notifySpawn.notifyText = "Eliminate the humans, spread the virus!";
    	notifySpawn.glowColor = (1.0, 0.0, 0.0);
    	self thread maps\mp\gametypes\_hud_message::notifyMessage( notifySpawn );
    	self thread doZombieBounty();
    	self thread doZombieShop();
    }
    doHW()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	while(1)
    	{
    		self.current = self getCurrentWeapon();
    		switch(getWeaponClass(self.current))
    		{
    			case "weapon_lmg":self.exTo = "Unavailable";
    			self.currentweapon = 0;
    			break;
    			case "weapon_assault":self.exTo = "LMG";
    			self.currentweapon = 0;
    			break;
    			case "weapon_smg":self.exTo = "Assault Rifle";
    			self.currentweapon = 0;
    			break;
    			case "weapon_shotgun":self.exTo = "Unavailable";
    			self.currentweapon = 1;
    			break;
    			case "weapon_machine_pistol":self.exTo = "Unavailable";
    			self.currentweapon = 2;
    			break;
    			case "weapon_pistol":self.exTo = "Machine Pistol";
    			self.currentweapon = 2;
    			break;
    			default:self.exTo = "Unavailable";self.currentweapon = 3;
    			break;
    		}
    		basename = strtok(self.current, "_");
    		if(basename.size > 2)
    		{
    			self.attach1[self.currentweapon] = basename[1];
    			self.attachweapon[self.currentweapon] = basename.size - 2;
    		}
    		else
    		{
    			self.attach1[self.currentweapon] = "none";
    			self.attachweapon[self.currentweapon] = 0;
    		}
    		if(self.currentweapon == 3 || self.attachweapon[self.currentweapon] == 2)
    		{
    			self.attach["akimbo"] = 0;
    			self.attach["fmj"] = 0;
    			self.attach["eotech"] = 0;
    			self.attach["silencer"] = 0;
    			self.attach["xmags"] = 0;
    			self.attach["rof"] = 0;
    		}
    		if((self.attachweapon[self.currentweapon] == 0) || (self.attachweapon[self.currentweapon] == 1))
    		{
    			akimbo = buildWeaponName(basename[0], self.attach1[self.currentweapon], "akimbo");
    			fmj = buildWeaponName(basename[0], self.attach1[self.currentweapon], "fmj");
    			eotech = buildWeaponName(basename[0], self.attach1[self.currentweapon], "eotech");
    			silencer = buildWeaponName(basename[0], self.attach1[self.currentweapon], "silencer");
    			xmags = buildWeaponName(basename[0], self.attach1[self.currentweapon], "xmags");
    			rof = buildWeaponName(basename[0], self.attach1[self.currentweapon], "rof");
    			if(isValidWeapon(akimbo))
    			{
    				self.attach["akimbo"] = 1;
    			}
    			else
    			{
    				self.attach["akimbo"] = 0;
    			}
    			if(isValidWeapon(fmj))
    			{
    				self.attach["fmj"] = 1;
    			} 
    			else
    			{
    				self.attach["fmj"] = 0;
    			}
    			if(isValidWeapon(eotech))
    			{
    				self.attach["eotech"] = 1;
    			}
    			else
    			{
    				self.attach["eotech"] = 0;
    			}
    			if(isValidWeapon(silencer))
    			{
    				self.attach["silencer"] = 1;
    			} 
    			else
    			{
    				self.attach["silencer"] = 0;
    			}
    			if(isValidWeapon(xmags))
    			{
    				self.attach["xmags"] = 1;
    			}
    			else
    			{
    				self.attach["xmags"] = 0;
    			}
    			if(isValidWeapon(rof))
    			{
    				self.attach["rof"] = 1;
    			} 
    			else 
    			{
    				self.attach["rof"] = 0;
    			}
    		}
    		wait .5;
    	}
    }
    doZW()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	while(1)
    	{
    		if(self getCurrentWeapon() == "usp_tactical_mp")
    		{
    			self setWeaponAmmoClip("usp_tactical_mp", 0);
    			self setWeaponAmmoStock("usp_tactical_mp", 0);
    		}
    		else
    		{
    			current = self getCurrentWeapon();
    			self takeWeapon(current);
    			self switchToWeapon("usp_tactical_mp");
    		}
    		wait .5;
    	}
    }
    doPerkCheck()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	while(1)
    	{
    		if(self.perkz["steadyaim"] == 1)
    		{
    			if(!self _hasPerk("specialty_bulletaccuracy"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
    			}
    		}
    		if(self.perkz["steadyaim"] == 2)
    		{
    			if(!self _hasPerk("specialty_bulletaccuracy"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
    			}
    			if(!self _hasPerk("specialty_holdbreath"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
    			}
    		}
    		if(self.perkz["sleightofhand"] == 1)
    		{
    			if(!self _hasPerk("specialty_fastreload"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_fastreload");
    			}
    		}
    		if(self.perkz["sleightofhand"] == 2)
    		{
    			if(!self _hasPerk("specialty_fastreload"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_fastreload");
    			}
    			if(!self _hasPerk("specialty_quickdraw"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
    			}
    			if(!self _hasPerk("specialty_fastsnipe"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
    			}
    		}
    		if(self.perkz["sitrep"] == 1)
    		{
    			if(!self _hasPerk("specialty_detectexplosive"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
    			}
    		}
    		if(self.perkz["sitrep"] == 2)
    		{
    			if(!self _hasPerk("specialty_detectexplosive"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
    			}
    			if(!self _hasPerk("specialty_selectivehearing"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
    			}
    		}
    		if(self.perkz["stoppingpower"] == 1)
    		{
    			if(!self _hasPerk("specialty_bulletdamage"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
    			}
    		}
    		if(self.perkz["stoppingpower"] == 2)
    		{
    			if(!self _hasPerk("specialty_bulletdamage"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
    			}
    			if(!self _hasPerk("specialty_armorpiercing"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_armorpiercing");
    			}
    		}
    		if(self.perkz["coldblooded"] == 1)
    		{
    			if(!self _hasPerk("specialty_coldblooded"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
    			}
    		}
    		if(self.perkz["coldblooded"] == 2)
    		{
    			if(!self _hasPerk("specialty_coldblooded"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
    			}
    			if(!self _hasPerk("specialty_spygame"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_spygame");
    			}
    		}
    		if(self.perkz["ninja"] == 1)
    		{
    			if(!self _hasPerk("specialty_heartbreaker"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
    			}
    		}
    		if(self.perkz["ninja"] == 2)
    		{
    			if(!self _hasPerk("specialty_heartbreaker"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
    			}
    			if(!self _hasPerk("specialty_quieter"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_quieter");
    			}
    		}
    		if(self.perkz["lightweight"] == 1)
    		{
    			if(!self _hasPerk("specialty_lightweight"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_lightweight");
    			}
    			self setMoveSpeedScale(1.2);
    		}
    		if(self.perkz["lightweight"] == 2)
    		{
    			if(!self _hasPerk("specialty_lightweight"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_lightweight");
    			}
    			if(!self _hasPerk("specialty_fastsprintrecovery"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
    			}
    			self setMoveSpeedScale(1.6);
    		}
    		if(self.perkz["finalstand"] == 2)
    		{
    			if(!self _hasPerk("specialty_finalstand"))
    			{
    				self maps\mp\perks\_perks::givePerk("specialty_finalstand");
    			}
    		}
    		wait 1;
    	}
    }
    monitorThrowingKnife()
    {
    	while(1)
    	{
    		if(self.buttonPressed[ "+frag" ] == 1)
    		{
    			self.buttonPressed[ "+frag" ] = 0;
    			self.throwingknife = 0;
    			self.semtex = 0;
    		}
    		wait .04;
    	}
    }
    
    
    monitorSemtex()
    {
    	while(1)
    	{
    		if(self.buttonPressed[ "+frag" ] == 1)
    		{
    			self.buttonPressed[ "+frag" ] = 0;
    			self.semtex = 0;
    			self.throwingknife = 0;
    		}
    		wait .04;
    	}
    }
    doHumanBounty()
    {
    	self endon("disconnect");
    	self endon("death");
    	self.ck = self.kills;
    	self.ca = self.assists;
    	for(;;)
    	{
    		if(self.kills - self.ck > 0)
    		{
    			self.bounty += 50;
    			self.ck++;
    			self notify("CASH");
    		}
    		if(self.assists - self.ca > 0)
    		{
    			self.bounty += 25;
    			self.ca++;
    			self notify("CASH");
    		}
    		wait .5;
    	}
    }
    doZombieBounty()
    {
    	self endon("disconnect");
    	self endon("death");
    	for(;;)
    	{
    		if(self.kills - self.ck > 0)
    		{
    			self.bounty += 200;
    			self.ck++;
    			self notify("CASH");
    		}
    		if(self.deaths - self.cd > 0)
    		{
    			self.bounty += 50;
    			self.cd++;
    			self notify("CASH");
    		}
    		if(self.suicides - self.cs > 0)
    		{
    			self.bounty -= 25;
    			self.cs++;
    			self notify("CASH");
    		}
    		wait .5;
    	}
    }
    doHumanShop()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		if(self.buttonPressed[ "+actionslot 3" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 3" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self.bounty >= level.itemCost["ammo"])
    				{
    					self.bounty -= level.itemCost["ammo"];
    					self GiveMaxAmmo(self.current);
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    			}
    			if(self.menu == 5)
    			{
    				if(self.bounty >= level.itemCost["Barrett"])
    				{
    					self.bounty -= level.itemCost["Barrett"];
    					self giveWeapon("barrett_mp", 0, false);
    					self switchToWeapon("barrett_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^2.50cal Barrett Sniper Rifle Bought!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    			if(self.menu == 6)
    			{
    				if(self.bounty >= level.itemCost["Howitzer"])
    				{
    					self.bounty -= level.itemCost["Howitzer"];
    					self giveWeapon("ac130_105mm_mp", 0, false);
    					self switchToWeapon("ac130_105mm_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^2105mm Howitzer Bullet Artillery Bought!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
            wait 30;
    	self takeWeapon(self.current);
    		}	
    			if(self.menu == 7)
    			{
    				if(self.bounty >= level.itemCost["artillery"])
    				{
    					self.bounty -= level.itemCost["artillery"];
    					self thread makeArtillery();
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^2Artillery Missile Strike Bought!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    			if(self.menu == 1)
    			{
    				if(self.attach["akimbo"] == 1)
    				{
    					if(self.bounty >= level.itemCost["Akimbo"])
    					{
    						self.bounty -= level.itemCost["Akimbo"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "akimbo");
    						self takeWeapon(self.current);
    						self giveWeapon(gun , 0, true);
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 2)
    			{
    				if(self.attach["silencer"] == 1)
    				{
    					if(self.bounty >= level.itemCost["Silencer"])
    					{
    						self.bounty -= level.itemCost["Silencer"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "silencer");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 3)
    			{
    				switch(self.perkz["steadyaim"])
    				{
    					case 0:if(self.bounty >= level.itemCost["SteadyAim"])
    					{
    						self.bounty -= level.itemCost["SteadyAim"];
    						self.perkz["steadyaim"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["SteadyAimPro"])
    					{
    						self.bounty -= level.itemCost["SteadyAimPro"];
    						self.perkz["steadyaim"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			if(self.menu == 4)
    			{
    				switch(self.perkz["stoppingpower"])
    				{
    					case 0:if(self.bounty >= level.itemCost["StoppingPower"])
    					{
    						self.bounty -= level.itemCost["StoppingPower"];
    						self.perkz["stoppingpower"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["StoppingPowerPro"])
    					{
    						self.bounty -= level.itemCost["StoppingPowerPro"];
    						self.perkz["stoppingpower"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");} else {self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    
    		if(self.buttonPressed[ "+actionslot 4" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 4" ] = 0;
    			if(self.menu == 0)
    			{
    				self thread doExchangeWeapons();
    			}
    			if(self.menu == 1)
    			{
    				if(self.attach["fmj"] == 1)
    				{
    					if(self.bounty >= level.itemCost["FMJ"])
    					{
    						self.bounty -= level.itemCost["FMJ"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "fmj");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 5)
    			{
    				if(self.bounty >= level.itemCost["Intervention"])
    				{
    					self.bounty -= level.itemCost["Intervention"];
    					self giveWeapon("cheytac_mp", 0, false);
    					self switchToWeapon("cheytac_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^3Intervention Sniper Rifle Purchased!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    
    		if(self.menu == 6)
    		{
    				if(self getWeaponAmmoClip("throwingknife_mp") == 0)
    				{
    					if(self.bounty >= level.itemCost["ThrowingKnife"])
    					{
    						self.bounty -= level.itemCost["ThrowingKnife"];
    						self thread monitorThrowingKnife();
    						self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
    						self setWeaponAmmoClip("throwingknife_mp", 1);
    						self.throwingknife = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Throwing Knife Purchased");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1Throwing knife already on hand!");
    				}
    			}
    
    			if(self.menu == 2)
    			{
    				if(self.attach["xmags"] == 1)
    				{
    					if(self.bounty >= level.itemCost["XMags"])
    					{
    						self.bounty -= level.itemCost["XMags"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "xmags");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    
    			if(self.menu == 3)
    			{
    				switch(self.perkz["sleightofhand"])
    				{
    					case 0:if(self.bounty >= level.itemCost["SleightOfHand"])
    					{
    						self.bounty -= level.itemCost["SleightOfHand"];
    						self.perkz["sleightofhand"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["SleightOfHandPro"])
    					{
    						self.bounty -= level.itemCost["SleightOfHandPro"];
    						self.perkz["sleightofhand"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			if(self.menu == 4)
    			{
    				switch(self.perkz["coldblooded"])
    				{
    					case 0:if(self.bounty >= level.itemCost["ColdBlooded"])
    					{
    						self.bounty -= level.itemCost["ColdBlooded"];
    						self.perkz["coldblooded"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["ColdBloodedPro"])
    					{
    						self.bounty -= level.itemCost["ColdBloodedPro"];
    						self.perkz["coldblooded"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    		if(self.buttonPressed[ "+actionslot 2" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 2" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self.bounty >= level.itemCost["Riot"])
    				{
    					self.bounty -= level.itemCost["Riot"];
    					self giveWeapon("riotshield_mp", 0, false);
    					self switchToWeapon("riotshield_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^3Riot Shield Purchsed!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    			}	
    			if(self.menu == 4)
    			{
    				if(self.bounty >= level.itemCost["Recoil"])
    				{
    					self.bounty -= level.itemCost["recoil"];
    					self player_recoilScaleOn(0);
    					self.perkz["recoil"] = 1;
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^2No Recoil Perk Bought!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    
    			if(self.menu == 5)
    			{
    				if(self.bounty >= level.itemCost["RPG"])
    				{
    					self.bounty -= level.itemCost["RPG"];
    					self giveWeapon("rpg_mp", 0, false);
    					self switchToWeapon("rpg_mp");
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^3Rocket Launcher (RPG) x2 Purchased!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    			if(self.menu == 6)
    			{
    				if(self.bounty >= level.itemCost["nightvision"])
    				{
    					self.bounty -= level.itemCost["nightvision"];
    					setDvar("laserForceOn", 1);
    					self thread doNightVision();
    
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^3Night Vision Purchased!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    
    			if(self.menu == 1)
    			{
    				if(self.attach["eotech"] == 1)
    				{
    					if(self.bounty >= level.itemCost["Eotech"])
    					{
    						self.bounty -= level.itemCost["Eotech"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "eotech");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 2)
    			{
    				if(self.attach["rof"] == 1)
    				{
    					if(self.bounty >= level.itemCost["ROF"])
    					{
    						self.bounty -= level.itemCost["ROF"];
    						ammo = self GetWeaponAmmoStock(self.current);
    						basename = strtok(self.current, "_");
    						gun = buildWeaponName(basename[0], self.attach1[self.currentweapon], "rof");
    						self takeWeapon(self.current);
    						if(self.attach1[self.currentweapon] == "akimbo")
    						{
    							self giveWeapon(gun , 0, true);
    						}
    						else
    						{
    							self giveWeapon(gun , 0, false);
    						}
    						self SetWeaponAmmoStock( gun, ammo );
    						self switchToWeapon(gun);
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    			}
    			if(self.menu == 3)
    			{
    				switch(self.perkz["sitrep"])
    				{
    					case 0:if(self.bounty >= level.itemCost["SitRep"])
    					{
    						self.bounty -= level.itemCost["SitRep"];
    						self.perkz["sitrep"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["SitRepPro"])
    					{
    						self.bounty -= level.itemCost["SitRepPro"];
    						self.perkz["sitrep"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					default:break;
    				}
    			}
    			wait .25;
    		}
    		wait .04;
    	}
    }
    
    doZombieShop()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		if(self.buttonPressed[ "+actionslot 3" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 3" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self.maxhp != 1200)
    				{
    					if(self.bounty >= level.itemCost["health"])
    					{
    						self.bounty -= level.itemCost["health"];
    						self.maxhp += level.itemCost["health"];
    						self.maxhealth = self.maxhp;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2 Health Increased!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1Max Health Achieved!");
    				}
    			}
    
    			if(self.menu == 1)
    			{
    				switch(self.perkz["coldblooded"])
    				{
    					case 0:if(self.bounty >= level.itemCost["ColdBlooded"])
    					{
    						self.bounty -= level.itemCost["ColdBlooded"];
    						self.perkz["coldblooded"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["ColdBloodedPro"])
    					{
    						self.bounty -= level.itemCost["ColdBloodedPro"];
    						self.perkz["coldblooded"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			if(self.menu == 2)
    			{
    				switch(self.perkz["finalstand"])
    				{
    					case 0:if(self.bounty >= level.itemCost["FinalStand"])
    					{
    						self.bounty -= level.itemCost["FinalStand"];
    						self.perkz["finalstand"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    		if(self.buttonPressed[ "+actionslot 4" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 4" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self.thermal == 0)
    				{
    					if(self.bounty >= level.itemCost["Thermal"])
    					{
    						self.bounty -= level.itemCost["Thermal"];
    						self ThermalVisionFOFOverlayOn();
    						self.thermal = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Thermal Vision Overlay Activated!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1Thermal already activated!");
    				}
    			}
    			if(self.menu == 2)
    			{
    				if(self.bounty >= level.itemCost["smoke"])
    				{
    					self.bounty -= level.itemCost["smoke"];
    					self giveWeapon("smoke_grenade_mp", 0, false);
    					self thread maps\mp\gametypes\_hud_message::hintMessage("Smoke Grenades Purchased!");
    					self notify("CASH");
    				}
    				else
    				{
    					self iPrintlnBold("^1Not Enough ^3Cash");
    				}
    		}	
    			if(self.menu == 1)
    			{
    				switch(self.perkz["ninja"])
    				{
    					case 0:if(self.bounty >= level.itemCost["Ninja"])
    					{
    						self.bounty -= level.itemCost["Ninja"];
    						self.perkz["ninja"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["NinjaPro"])
    					{
    						self.bounty -= level.itemCost["NinjaPro"];
    						self.perkz["ninja"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    		if(self.buttonPressed[ "+actionslot 2" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 2" ] = 0;
    			if(self.menu == 0)
    			{
    				if(self getWeaponAmmoClip("throwingknife_mp") == 0)
    				{
    					if(self.bounty >= level.itemCost["ThrowingKnife"])
    					{
    						self.bounty -= level.itemCost["ThrowingKnife"];
    						self thread monitorThrowingKnife();
    						self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
    						self setWeaponAmmoClip("throwingknife_mp", 1);
    						self.throwingknife = 1;
    						self.semtex = 0;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Throwing Knife Purchased");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1Throwing knife already on hand!");
    				}
    			}
    			if(self.menu == 2)
    			{
    				if(self getWeaponAmmoClip("semtex_mp") == 0)
    				{
    					if(self.bounty >= level.itemCost["semtex"])
    					{
    
    						self.bounty -= level.itemCost["semtex"];
    						self thread monitorSemtex();
    						self maps\mp\perks\_perks::givePerk( "semtex_mp" );
    						self setWeaponAmmoClip("semtex_mp", 1);
    						self.semtex = 1;
    						self.throwingknife = 0;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Semtex Grenade Purchased");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    				}
    				else
    				{
    					self thread maps\mp\gametypes\_hud_message::hintMessage("^1You already have a semtex on hand!");
    				}
    			}
    			if(self.menu == 2)
    			if(self.menu == 1)
    			{
    				switch(self.perkz["lightweight"])
    				{
    					case 0:if(self.bounty >= level.itemCost["Lightweight"])
    					{
    						self.bounty -= level.itemCost["Lightweight"];
    						self.perkz["lightweight"] = 1;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Bought!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;
    					case 1:if(self.bounty >= level.itemCost["LightweightPro"])
    					{
    						self.bounty -= level.itemCost["LightweightPro"];
    						self.perkz["lightweight"] = 2;
    						self thread maps\mp\gametypes\_hud_message::hintMessage("^2Perk Upgraded!");
    						self notify("CASH");
    					}
    					else
    					{
    						self iPrintlnBold("^1Not Enough ^3Cash");
    					}
    					break;default:break;
    				}
    			}
    			wait .25;
    		}
    		wait .04;
    	}
    }
    doExchangeWeapons()
    {
    	switch(self.exTo)
    	{
    		case "LMG":if(self.bounty >= level.itemCost["LMG"])
    		{
    			self.bounty -= level.itemCost["LMG"];
    			self takeWeapon(self.current);
    			self giveWeapon(level.lmg[self.randomlmg] + "_mp", 0, false);
    			self GiveStartAmmo(level.lmg[self.randomlmg] + "_mp");
    			self switchToWeapon(level.lmg[self.randomlmg] + "_mp");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Light Machine Gun Bought!");
    			self notify("CASH");
    		}
    		else
    		{
    			self iPrintlnBold("^1Not Enough ^3Cash");
    		}
    		break;
    		case "Assault Rifle":if(self.bounty >= level.itemCost["Assault Rifle"])
    		{
    			self.bounty -= level.itemCost["Assault Rifle"];
    			self takeWeapon(self.current);
    			self giveWeapon(level.assault[self.randomar] + "_mp", 0, false);
    			self GiveStartAmmo(level.assault[self.randomar] + "_mp");
    			self switchToWeapon(level.assault[self.randomar] + "_mp");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Assault Rifle Bought!");
    			self notify("CASH");
    		}
    		else
    		{
    			self iPrintlnBold("^1Not Enough ^3Cash");
    		}
    		break;
    		case "Machine Pistol":if(self.bounty >= level.itemCost["Machine Pistol"])
    		{
    			self.bounty -= level.itemCost["Machine Pistol"];
    			self takeWeapon(self.current);
    			self giveWeapon(level.machine[self.randommp] + "_mp", 0, false);
    			self GiveStartAmmo(level.machine[self.randommp] + "_mp");
    			self switchToWeapon(level.machine[self.randommp] + "_mp");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Machine Pistol Bought!");self notify("CASH");
    		}
    		else
    		{
    			self iPrintlnBold("^1Not Enough ^3Cash");
    		}
    		break;
    		default:break;
    	}
    }
    buildWeaponName( baseName, attachment1, attachment2 )
    {
    	if ( !isDefined( level.letterToNumber ) )
    	{
    		level.letterToNumber = makeLettersToNumbers();
    	}
    	if ( getDvarInt ( "scr_game_perks" ) == 0 )
    	{
    		attachment2 = "none";
    		if ( baseName == "onemanarmy" )
    		{
    			return ( "beretta_mp" );
    		}
    	}
    	weaponName = baseName;attachments = [];
    	if ( attachment1 != "none" && attachment2 != "none" )
    	{
    		if ( level.letterToNumber[attachment1[0]] < level.letterToNumber[attachment2[0]] )
    		{
    			attachments[0] = attachment1;
    			attachments[1] = attachment2;
    		}
    		else if ( level.letterToNumber[attachment1[0]] == level.letterToNumber[attachment2[0]] )
    		{
    			if ( level.letterToNumber[attachment1[1]] < level.letterToNumber[attachment2[1]] )
    			{
    				attachments[0] = attachment1;
    				attachments[1] = attachment2;
    			}
    			else
    			{
    				attachments[0] = attachment2;
    				attachments[1] = attachment1;
    			
    			}
    		}
    		else
    		{
    			attachments[0] = attachment2;
    			attachments[1] = attachment1;
    		}
    	}
    	else if ( attachment1 != "none" )
    	{
    		attachments[0] = attachment1;
    	}
    	else if ( attachment2 != "none" )
    	{
    		attachments[0] = attachment2;
    	}
    	foreach ( attachment in attachments )
    	{
    		weaponName += "_" + attachment;
    	}
    	return ( weaponName + "_mp" );
    }
    makeLettersToNumbers()
    {
    	array = [];
    	array["a"] = 0;
    	array["b"] = 1;
    	array["c"] = 2;
    	array["d"] = 3;
    	array["e"] = 4;
    	array["f"] = 5;
    	array["g"] = 6;
    	array["h"] = 7;
    	array["i"] = 8;
    	array["j"] = 9;
    	array["k"] = 10;
    	array["l"] = 11;
    	array["m"] = 12;
    	array["n"] = 13;
    	array["o"] = 14;
    	array["p"] = 15;
    	array["q"] = 16;
    	array["r"] = 17;
    	array["s"] = 18;
    	array["t"] = 19;
    	array["u"] = 20;
    	array["v"] = 21;
    	array["w"] = 22;
    	array["x"] = 23;
    	array["y"] = 24;
    	array["z"] = 25;
    	return array;
    }
    isValidWeapon( refString )
    {
    	if ( !isDefined( level.weaponRefs ) )
    	{
    		level.weaponRefs = [];
    		foreach ( weaponRef in level.weaponList )
    		{
    			level.weaponRefs[ weaponRef ] = true;
    		}
    	}
    	if ( isDefined( level.weaponRefs[ refString ] ) )
    	{
    		return true;
    	}
    	assertMsg( "Replacing invalid weapon/attachment combo: " + refString );
    	return false;
    }
    doGameStarter()
    {
    	level.gameState = "starting";
    	level.lastAlive = 0;
    	level waittill("CREATED");
    	level thread doStartTimer();
    	wait 10;
    	foreach(player in level.players)
    	{
    		player thread doSetup();
    	}
    	wait 50;
    	level thread doZombieTimer();
    	VisionSetNaked("icbm", 5);
    }
    doStartTimer()
    {
    	level.counter = 60;
    	while(level.counter > 0)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		level.TimerText setText("^2Game Starting in: " + level.counter);
    		setDvar("fx_draw", 1);
    		wait 1;
    		level.counter--;
    	}
    	level.TimerText setText("");
    	foreach(player in level.players)
    	{
    		player thread doSetup();
    	}
    }
    doIntermission()
    {
    	level.gameState = "intermission";level.lastAlive = 0;
    	level thread doIntermissionTimer();
    	level notify("RESETDOORS");
    	level notify("RESETCLUSTER");
    	setDvar("cg_drawCrosshair", 1);
    	setDvar("cg_drawCrosshairNames", 1);
    	setDvar("cg_drawFriendlyNames", 1);
    	wait 5;
    	foreach(player in level.players)
    	{
    		player thread doSetup();
    	}
    	wait 25;
    	level thread doZombieTimer();
    	VisionSetNaked("icbm", 5);
    }
    doIntermissionTimer()
    {
    	level.counter = 30;
    	while(level.counter > 0)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		level.TimerText setText("^2Intermission: " + level.counter);
    		setDvar("fx_draw", 1);
    		wait 1;
    		level.counter--;
    	}
    	level.TimerText setText("");
    	foreach(player in level.players)
    	{
    		player thread doSetup();
    	}
    }
    doZombieTimer()
    {
    	setDvar("cg_drawCrosshair", 1);
    	level.counter = 30;
    	while(level.counter > 0)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		level.TimerText setText("^1Alpha Zombie invasion in: " + level.counter);
    		wait 1;
    		level.counter--;
    	}
    	level.TimerText setText("");
    	level thread doPickZombie();
    }
    doPickZombie()
    {
    	level.Zombie1 = randomInt(level.players.size);
    	level.Zombie2 = randomInt(level.players.size);
    	level.Zombie3 = randomInt(level.players.size);
    	level.Alpha = 2;
    	if(level.players.size < 5)
    	{
    		level.Alpha = 1;
    	}
    	if(level.players.size > 10)
    	{
    		level.Alpha = 3;
    	}
    	if(level.Alpha == 1)
    	{
    		level.players[level.Zombie1].isZombie = 2;
    		level.players[level.Zombie1] thread doAlphaZombie();
    	}
    	if(level.Alpha == 2)
    	{
    		while(level.Zombie1 == level.Zombie2)
    		{
    			level.Zombie2 = randomInt(level.players.size);
    		}
    		level.players[level.Zombie1].isZombie = 2;
    		level.players[level.Zombie1] thread doAlphaZombie();
    		level.players[level.Zombie2].isZombie = 2;
    		level.players[level.Zombie2] thread doAlphaZombie();
    	}
    	if(level.Alpha == 3)
    	{
    		while(level.Zombie1 == level.Zombie2 || level.Zombie2 == level.Zombie3 || level.Zombie1 == level.Zombie3)
    		{
    			level.Zombie2 = randomInt(level.players.size);
    			level.Zombie3 = randomInt(level.players.size);
    		}
    		level.players[level.Zombie1].isZombie = 2;
    		level.players[level.Zombie1] thread doAlphaZombie();
    		level.players[level.Zombie2].isZombie = 2;
    		level.players[level.Zombie2] thread doAlphaZombie();
    		level.players[level.Zombie3].isZombie = 2;
    		level.players[level.Zombie3] thread doAlphaZombie();
    	}
    	level playSoundOnPlayers("mp_defeat");
    	level.TimerText destroy();
    	level.TimerText = level createServerFontString( "objective", 1.5 );
    	level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    	level.timerText setText("^1Alpha Zombies spotted - Eliminate them!");
    	level.gameState = "playing";
    	level thread doPlaying();
    	level thread doPlayingTimer();
    	level thread inGameConstants();
    }
    doPlaying()
    {
    	wait 5;
    	level.TimerText destroy();
    	while(1)
    	{
    		level.playersLeft = maps\mp\gametypes\_teams::CountPlayers();
    		if(level.lastAlive == 0)
    		{
    			if(level.playersLeft["allies"] == 1)
    			{
    				level.lastAlive = 1;
    				foreach(player in level.players)
    				{
    					if(player.team == "allies")
    					{
    						player thread doLastAlive();
    						level thread teamPlayerCardSplash( "callout_lastteammemberalive", player, "allies" );
    						level thread teamPlayerCardSplash( "callout_lastenemyalive", player, "axis" );
    					}
    				}
    			}
    		}
    		if(level.playersLeft["allies"] == 0 || level.playersLeft["axis"] == 0)
    		{
    			level thread doEnding();
    			return;
    		}
    		wait .5;
    	}
    }
    doPlayingTimer()
    {
    	level.minutes = 0;
    	level.seconds = 0;
    	while(1)
    	{
    		wait 1;
    		level.seconds++;
    		if(level.seconds == 60)
    		{
    			level.minutes++;
    			level.seconds = 0;
    		}
    		if(level.gameState == "ending")
    		{
    			return;
    		}
    					
    	}
    }
    doEnding()
    {
    	level.gameState = "ending";
    	notifyEnding = spawnstruct();
    	notifyEnding.titleText = "Round Over!";
    	notifyEnding.notifyText2 = "Next Round Starting Soon!";
    	notifyEnding.glowColor = (0.0, 0.6, 0.3);
    	if(level.playersLeft["allies"] == 0)
    	{
    		notifyEnding.notifyText = "Humans only survived: " + level.minutes + " minutes " + level.seconds + " seconds.";
    		level playSoundOnPlayers("veh_ac130_sonic_boom");
    	}
    	if(level.playersLeft["axis"] == 0)
    	{
    		notifyEnding.notifyText = "All the Zombies disappeared!";
    	}
    	wait 1;
    	VisionSetNaked("blacktest", 2);
    	foreach(player in level.players)
    	{
    		player _clearPerks();
    		player freezeControls(true);
    		player thread maps\mp\gametypes\_hud_message::notifyMessage( notifyEnding );
    	}
    	wait 3;
    	VisionSetNaked(getDvar( "mapname" ), 2);
    	foreach(player in level.players)
    	{
    		player freezeControls(false);
    	}
    	level thread doIntermission();
    }
    
    inGameConstants()
    {
    	while(1)
    	{
    		setDvar("cg_drawCrosshair", 1);
    		setDvar("cg_drawCrosshairNames", 0);
    		setDvar("cg_drawFriendlyNames", 1);
    		foreach(player in level.players)
    		{
    			player setClientDvar("lowAmmoWarningNoAmmoColor2", 0, 0, 0, 0);
    			player setClientDvar("lowAmmoWarningNoAmmoColor1", 0, 0, 0, 0);
    			player setClientDvar("fx_draw", 1);
    		}
    		wait 1;
    		if(level.gameState == "ending")
    		{
    			return;
    		}
    	}
    }
    doMenuScroll()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		if(self.buttonPressed[ "+actionslot 1" ] == 1)
    		{
    			self.buttonPressed[ "+actionslot 1" ] = 0;
    			self.menu++;
    			if(self.team == "allies")
    			{
    				if(self.menu >= level.humanM.size)
    				{
    					self.menu = 0;
    				}
    			}
    			else
    			{
    				if(self.menu >= level.zombieM.size)
    				{
    					self.menu = 0;
    				}
    			}
    		}
    		wait .045;
    	}
    }
    doDvars()
    {
    	setDvar("painVisionTriggerHealth", 0);
    	setDvar("player_sprintUnlimited", 1);
    }
    doHealth()
    {
    	self endon("disconnect");
    	self endon("death");
    	self.curhealth = 0;
    	while(1)
    	{
    		if(self.health - self.curhealth != 0)
    		{
    			self.curhealth = self.health;
    			self.healthtext destroy();
    			self.healthtext = NewClientHudElem( self );
    			self.healthtext.alignX = "right";
    			self.healthtext.alignY = "top";
    			self.healthtext.horzAlign = "right";
    			self.healthtext.vertAlign = "top";
    			self.healthtext.y = -25;
    			self.healthtext.x = 30;
    			self.healthtext.foreground = true;
    			self.healthtext.fontScale = .8;
    			self.healthtext.font = "hudbig";
    			self.healthtext.alpha = 1;
    			self.healthtext.glow = 1;
    			self.healthtext.glowColor = ( 1, 0, 0 );
    			self.healthtext.glowAlpha = 1;
    			self.healthtex*****lor = ( 1.0, 1.0, 1.0 );
     			self.healthtext setText("Max Health: " + self.maxhealth);
    		}
    		wait .5;
    	}
    }
    doCash()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		self.cash destroy();
    		self.cash = NewClientHudElem( self );
    		self.cash.alignX = "right";
    		self.cash.alignY = "top";
    		self.cash.horzAlign = "right";
    		self.cash.vertAlign = "top";
    		self.cash.x = 30;
    		self.cash.foreground = true;
    		self.cash.fontScale = .8;
    		self.cash.font = "hudbig";
    		self.cash.alpha = 1;
    		self.cash.glow = 1;
    		self.cash.glowColor = ( 0, 1, 0 );
    		self.cash.glowAlpha = 1;
    		self.cash.color = ( 1.0, 1.0, 1.0 );
    		self.cash setText("Cash: " + self.bounty);
    		self waittill("CASH");
    	}
    }
    doHUDControl()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{		
    		self.HintText setText(self.hint);
    		self.hint = "";
    		if(self.team == "allies")
    		{
    			switch(self.perkz["steadyaim"])
    			{
    				case 2:self.perkztext1 setText("Steady Aim: Pro");
    				self.perkztext1.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext1 setText("Steady Aim: Activated");
    				self.
    				perkztext1.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext1 setText("Steady Aim: Not Activated");
    				self.perkztext1.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["sleightofhand"])
    			{
    				case 2:self.perkztext2 setText("Sleight of Hand: Pro");
    				self.perkztext2.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext2 setText("Sleight of Hand: Activated");
    				self.perkztext2.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext2 setText("Sleight of Hand: Not Activated");
    				self.perkztext2.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["sitrep"])
    			{
    				case 2:self.perkztext3 setText("SitRep: Pro");
    				self.perkztext3.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext3 setText("SitRep: Activated");
    				self.perkztext3.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext3 setText("SitRep: Not Activated");
    				self.perkztext3.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["stoppingpower"])
    			{
    				case 2:self.perkztext4 setText("Stopping Power: Pro");
    				self.perkztext4.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext4 setText("Stopping Power: Activated");
    				self.perkztext4.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext4 setText("Stopping Power: Not Activated");
    				self.perkztext4.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["coldblooded"])
    			{
    				case 2:self.perkztext5 setText("Cold Blooded: Pro");
    				self.perkztext5.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext5 setText("Cold Blooded: Activated");
    				self.perkztext5.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext5 setText("Cold Blooded: Not Activated");
    				self.perkztext5.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["recoil"])
    			{
    				case 1:self.perkztext6 setText("No Recoil: Activated");
    				self.perkztext6.glowColor = ( 0, 1, 1);
    				break;
    				default:self.perkztext6 setText("No Recoil: Not Activated");
    				self.perkztext6.glowColor = ( 1, 1, 1);
    				break;
    			}
    			if((self.menu == 1) || (self.menu == 2))
    			{
    				current = self getCurrentWeapon();
    				if(self.menu == 1)
    				{
    					if(self.attach["akimbo"] == 1)
    					{
    						self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
    					}
    					else
    					{
    						self.option1 setText("Upgrade Unavailable");
    					}
    					if(self.attach["fmj"] == 1)
    					{
    						self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
    					}
    					else
    					{
    						self.option2 setText("Upgrade Unavailable");
    					}
    					if(self.attach["eotech"] == 1)
    					{
    						self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
    					}
    					else
    					{
    						self.option3 setText("Upgrade Unavailable");
    					}
    				}
    				if(self.menu == 2)
    				{
    					if(self.attach["silencer"] == 1)
    					{
    						self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
    					}
    					else
    					{
    						self.option1 setText("Upgrade Unavailable");
    					}
    						if(self.attach["xmags"] == 1)
    					{
    						self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
    					}
    					else
    					{
    						self.option2 setText("Upgrade Unavailable");
    					}
    						if(self.attach["rof"] == 1)
    					{
    						self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
    					}
    					else
    					{
    						self.option3 setText("Upgrade Unavailable");
    					}
    				}
    			}
    			else if(self.menu == 3 || self.menu == 4)
    			{
    				if(self.menu == 3)
    				{
    					switch(self.perkz["steadyaim"])
    					{
    						case 0:self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["normal"]);
    						break;
    						case 1:self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["pro"]);
    						break;
    						case 2:default:self.option1 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["sleightofhand"])
    					{
    						case 0:self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["normal"]);
    						break;
    						case 1:self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["pro"]);
    						break;
    						case 2:default:self.option2 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["sitrep"])
    					{
    						case 0:self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]["normal"]);
    						break;
    						case 1:self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]["pro"]);
    						break;
    						case 2:default:self.option3 setText("Perk can not be upgraded");
    						break;
    					}
    				}
    				if(self.menu == 4)
    				{
    					switch(self.perkz["stoppingpower"])
    					{
    						case 0:self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["normal"]);
    						break;
    						case 1:self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["pro"]);
    						break;
    						case 2:default:self.option1 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["coldblooded"])
    					{
    						case 0:self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["normal"]);
    						break;
    						case 1:self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["pro"]);
    						break;
    						case 2:default:self.option2 setText("Perk can not be upgraded");
    						break;
    					}
    					self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
    				}
    			}
    			else
    			{
    				self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
    				if(self.menu != 0 )
    				{
    					self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
    				}
    				else
    				{
    					self.option2 setText(level.humanM[self.menu][1][self.exTo]);
    				}
    				self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
    			}
    		}
    		if(self.team == "axis")
    		{
    			switch(self.perkz["coldblooded"])
    			{
    				case 2:self.perkztext1 setText("Cold Blooded: Pro");
    				self.perkztext1.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext1 setText("Cold Blooded: Activated");
    				self.perkztext1.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext1 setText("Cold Blooded: Not Activated");
    				self.perkztext1.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["ninja"])
    			{
    				case 2:self.perkztext2 setText("Ninja: Pro");
    				self.perkztext2.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext2 setText("Ninja: Activated");
    				self.perkztext2.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext2 setText("Ninja: Not Activated");
    				self.perkztext2.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["lightweight"])
    			{
    				case 2:self.perkztext3 setText("Lightweight: Pro");
    				self.perkztext3.glowColor = ( 0, 1, 1 );
    				break;
    				case 1:self.perkztext3 setText("Lightweight: Activated");
    				self.perkztext3.glowColor = ( 0, 1, 0 );
    				break;
    				default:self.perkztext3 setText("Lightweight: Not Activated");
    				self.perkztext3.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			switch(self.perkz["finalstand"])
    			{
    				case 2:self.perkztext4 setText("Final Stand: Activated");
    				self.perkztext4.glowColor = ( 0, 1, 1 );
    				break;
    				default:self.perkztext4 setText("Final Stand: Not Activated");
    				self.perkztext4.glowColor = ( 1, 1, 1 );
    				break;
    			}
    			self.perkztext5 setText("");
    			if(self.menu == 1 || self.menu == 2)
    			{
    				if(self.menu == 1)
    				{
    					switch(self.perkz["coldblooded"])
    					{
    						case 0:self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["normal"]);
    						break;
    						case 1:self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["pro"]);
    						break;
    						case 2:default:self.option1 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["ninja"])
    					{
    						case 0:self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]["normal"]);
    						break;
    						case 1:self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]["pro"]);
    						break;
    						case 2:default:self.option2 setText("Perk can not be upgraded");
    						break;
    					}
    					switch(self.perkz["lightweight"])
    					{
    						case 0:self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]["normal"]);
    						break;
    						case 1:self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]["pro"]);
    						break;
    						case 2:default:self.option3 setText("Perk can not be upgraded");
    						break;
    					}
    				}
    				if(self.menu == 2)
    				{
    					switch(self.perkz["finalstand"])
    					{
    						case 0:self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["normal"]);
    						break;
    						case 1:case 2:default:self.option1 setText("Perk can not be upgraded");
    						break;
    					}
    				self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]);
    				self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]);
    				}
    			}
    			else
    			{
    				self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]);
    				self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]);
    				self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]);
    			}
    		}
    		wait .5;
    	}
    }
    doServerHUDControl()
    {
    	level.infotext setText("^7Welcome to Quarantine Chaos Zombie Mod ^3Version 2.3 ^1Modded by ^3adaragas of MPGH. ^2Info: ^3Press ^2[{+actionslot 1}] ^3to scroll through shop menu. ^7Zombies can break down doors!. Originally made by killingdyl");
    	level.scrollright setText(">");
    }
    doInfoScroll()
    {
    	self endon("disconnect");
    	for(i = 1600; i >= -1600; i -= 4)
    	{
    		level.infotext.x = i;
    		if(i == -1600)
    		{
    			i = 1600;
    		}
    		wait .005;
    	}
    }
    doScoreReset()
    {
    	self.pers["score"] = 0;
    	self.pers["kills"] = 0;
    	self.pers["assists"] = 0;
    	self.pers["deaths"] = 0;
    	self.pers["suicides"] = 0;
    	self.score = 0;
    	self.kills = 0;
    	self.assists = 0;
    	self.deaths = 0;
    	self.suicides = 0;
    }
    doPerksSetup()
    {
    	self.perkz = [];
    	self.perkz["steadyaim"] = 0;
    	self.perkz["stoppingpower"] = 0;
    	self.perkz["sitrep"] = 0;
    	self.perkz["sleightofhand"] = 0;
    	self.perkz["coldblooded"] = 0;
    	self.perkz["ninja"] = 0;
    	self.perkz["lightweight"] = 0;
    	self.perkz["finalstand"] = 0;
    }
    doSpawn()
    {
    	if(level.gameState == "playing" || level.gameState == "ending") 	{
    		if(self.deaths > 0 && self.isZombie == 0 && self.team == "allies")
    		{
    			self.isZombie = 1;
    		}
    		if(self.isZombie == 0)
    		{
    			self thread doSetup();
    		}
    		if(self.isZombie == 1)
    		{
    			self thread doZombie();
    		}
    		if(self.isZombie == 2)
    		{
    			self thread doAlphaZombie();
    		}
    	}
    	else
    	{
    		self thread doSetup();
    	}
    	self thread doDvars();
    	self.menu = 0;
    	self thread CreatePlayerHUD();
    	self thread doMenuScroll();
    	self thread doHUDControl();
    	self thread doCash();
    	self thread doHealth();
    	self thread destroyOnDeath();
    	if(level.gamestate == "starting")
    	{
    		self thread OMAExploitFix();
    	}
    	self freezeControlsWrapper( false );
    }
    doJoinTeam()
    {
    	if(self.CONNECT == 1)
    	{
    		notifyHello = spawnstruct();
    		notifyHello.titleText = "Welcome to the ^3QCZM ^7server!";
    		notifyHello.notifyText = "Modded By ^4adaragas";
    		notifyHello.notifyText2 = "Version 2.3 - More updates soon!";
    		notifyHello.glowColor = (1.0, 0.0, 1.0);
    		if(level.gameState == "intermission" || level.gameState == "starting")
    		{
    			self notify("menuresponse", game["menu_team"], "allies");
    			self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyHello );
    		}
    		if(level.gameState == "playing" || level.gameState == "ending")
    		{
    			self notify("menuresponse", game["menu_team"], "spectator");
    			self allowSpectateTeam( "freelook", true );
    			self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyHello );
    			self iPrintlnBold("^2 Please wait for round to be over.");
    			self thread ReconnectPrevention();
    		}
    		self.CONNECT = 0;
    	}
    }
    ReconnectPrevention()
    {
    	self endon("disconnect");
    	while(1)
    	{
    		self iPrintlnBold("^2Please wait for round to be over.");
    		if(self.team != "spectator")
    		{
    			self notify("menuresponse", game["menu_team"], "spectator");
    		}
    		maps\mp\gametypes\_spectating::setSpectatePermissions();
    		self allowSpectateTeam( "freelook", true );
    		self.sessionstate = "spectator";
    		self setContents( 0 );
    		if(level.gameState == "intermission")
    		{
    			return;
    		}
    		wait 1;
    	}
    }
    
    doInit()
    {
    	level.gameState = "";
    	level thread weaponInit();
    	level thread CostInit();
    	level thread MenuInit();
    	level thread CreateServerHUD();
    	level thread doServerHUDControl();
    	level thread OverRider();
    	level thread RemoveTurrets();
    	level thread maps\mp\gametypes\MapEdit::init();
    	setDvar("g_gametype", "war");
    	setDvar("ui_gametype", "war");
    	setDvar("scr_war_scorelimit", 0);
    	setDvar("scr_war_timelimit", 0);
    	setDvar("scr_war_waverespawndelay", 0);
    	setDvar("scr_war_playerrespawndelay", 0);
    	setDvar("camera_thirdperson", 0);
    	wait 10;
    	level thread doGameStarter();
    	if(level.friendlyfire != 0)
    	{
    		level thread ffend();
    	}
    	if( maps\mp\gametypes\_tweakables::getTweakableValue( "game", "onlyheadshots" ) )
    	{
    		level thread headend();
    	}
    }
    CostInit()
    {
    	level.itemCost = [];
    	level.itemCost["ammo"] = 100;
    	level.itemCost["LMG"] = 450;
    	level.itemCost["Assault Rifle"] = 150;
    	level.itemCost["Machine Pistol"] = 50;
    	level.itemCost["Riot"] = 500;
    	level.itemCost["Intervention"] = 400;
    	level.itemCost["Barrett"] = 350;
    	level.itemCost["Howitzer"] = 250;
    	level.itemCost["turret"] = 250;
    	level.itemCost["artillery"] = 200;
    	level.itemCost["nightvision"] = 200;
    	level.itemCost["Akimbo"] = 150;
    	level.itemCost["Eotech"] = 50;
    	level.itemCost["FMJ"] = 50;
    	level.itemCost["recoil"] = 400;
    	level.itemCost["RPG"] = 100;
    	level.itemCost["Silencer"] = 100;
    	level.itemCost["XMags"] = 150;
    	level.itemCost["ROF"] = 50;
    	level.itemCost["health"] = 50;
    	level.itemCost["Thermal"] = 200;
    	level.itemCost["ThrowingKnife"] = 200;
    	level.itemCost["SteadyAim"] = 100;
    	level.itemCost["SteadyAimPro"] = 50;
    	level.itemCost["SleightOfHand"] = 150;
    	level.itemCost["SleightOfHandPro"] = 100;
    	level.itemCost["SitRep"] = 100;
    	level.itemCost["SitRepPro"] = 50;
    	level.itemCost["StoppingPower"] = 150;
    	level.itemCost["StoppingPowerPro"] = 100;
    	level.itemCost["ColdBlooded"] = 150;
    	level.itemCost["ColdBloodedPro"] = 100;
    	level.itemCost["Ninja"] = 100;
    	level.itemCost["NinjaPro"] = 150;
    	level.itemCost["Lightweight"] = 150;
    	level.itemCost["LightweightPro"] = 50;
    	level.itemCost["FinalStand"] = 200;
    	level.itemCost["smoke"] = 50;
    	level.itemCost["semtex"] = 500;
    }
    weaponInit()
    {
    	level.lmg = [];
    	level.lmg[0] = "rpd";
    	level.lmg[1] = "sa80";
    	level.lmg[2] = "mg4";
    	level.lmg[3] = "m240";
    	level.lmg[4] = "aug";
    	level.assault = [];
    	level.assault[0] = "ak47";
    	level.assault[1] = "m16";
    	level.assault[2] = "m4";
    	level.assault[3] = "fn2000";
    	level.assault[4] = "masada";
    	level.assault[5] = "famas";
    	level.assault[6] = "fal";
    	level.assault[7] = "scar";
    	level.assault[8] = "tavor";
    	level.smg = [];
    	level.smg[0] = "mp5k";
    	level.smg[1] = "uzi";
    	level.smg[2] = "p90";
    	level.smg[3] = "kriss";
    	level.smg[4] = "ump45";
    	level.shot = [];
    	level.shot[0] = "ranger";
    	level.shot[1] = "model1887";
    	level.shot[2] = "striker";
    	level.shot[3] = "aa12";
    	level.shot[4] = "m1014";
    	level.shot[5] = "spas12";
    	level.machine = [];
    	level.machine[0] = "pp2000";
    	level.machine[1] = "tmp";
    	level.machine[2] = "glock";
    	level.machine[3] = "beretta393";
    	level.hand = [];
    	level.hand[0] = "beretta";
    	level.hand[1] = "usp";
    	level.hand[2] = "deserteagle";
    	level.hand[3] = "coltanaconda";
    }
    MenuInit()
    {
    	level.humanM = [];
    	level.zombieM = [];
    	i = 0;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Buy Ammo for Current Weapon - " + level.itemCost["ammo"];
    	level.humanM[i][1] = [];
    	level.humanM[i][1]["LMG"] = "Press [{+actionslot 4}] - Exchange for a LMG - " + level.itemCost["LMG"];
    	level.humanM[i][1]["Assault Rifle"] = "Press [{+actionslot 4}] - Exchange for an Assault Rifle - " + level.itemCost["Assault Rifle"];
    	level.humanM[i][1]["Machine Pistol"] = "Press [{+actionslot 4}] - Exchange for a Machine Pistol - " + level.itemCost["Machine Pistol"];
    	level.humanM[i][1]["Unavailable"] = "Weapon can not be Exchanged";
    	level.humanM[i][2] = "Buy Riot Shield - " + level.itemCost["Riot"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Upgrade to Akimbo - " + level.itemCost["Akimbo"];
    	level.humanM[i][1] = "Upgrade to FMJ - " + level.itemCost["FMJ"];
    	level.humanM[i][2] = "Upgrade to Holographic - " + level.itemCost["Eotech"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Upgrade to Silencer - " + level.itemCost["Silencer"];
    	level.humanM[i][1] = "Upgrade to Extended Mags - " + level.itemCost["XMags"];
    	level.humanM[i][2] = "Upgrade to Rapid Fire - " + level.itemCost["ROF"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0]["normal"] = "Buy Steady Aim - " + level.itemCost["SteadyAim"];
    	level.humanM[i][0]["pro"] = "Upgrade to Steady Aim Pro - " + level.itemCost["SteadyAimPro"];
    	level.humanM[i][1]["normal"] = "Buy Sleight of Hand - " + level.itemCost["SleightOfHand"];
    	level.humanM[i][1]["pro"] = "Upgrade to Sleight of Hand Pro - " + level.itemCost["SleightOfHandPro"];
    	level.humanM[i][2]["normal"] = "Buy Sitrep - " + level.itemCost["SitRep"];
    	level.humanM[i][2]["pro"] = "Upgrade to Sitrep Pro - " + level.itemCost["SitRepPro"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0]["normal"] = "Buy Stopping Power - " + level.itemCost["StoppingPower"];
    	level.humanM[i][0]["pro"] = "Upgrade to Stopping Power Pro - " + level.itemCost["StoppingPowerPro"];
    	level.humanM[i][1]["normal"] = "Buy Cold Blooded - " + level.itemCost["ColdBlooded"];
    	level.humanM[i][1]["pro"] = "Upgrade to Cold Blooded Pro - " + level.itemCost["ColdBloodedPro"];
    	level.humanM[i][2] = "Buy No Recoil Perk - " + level.itemcost["recoil"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Buy .50cal Barrett Sniper Rifle - " + level.itemCost["Barrett"];
    	level.humanM[i][1] = "Buy Intervention Sniper Rifle - " + level.itemCost["Intervention"];
    	level.humanM[i][2] = "Buy Rocket Launcher (RPG) x2 - " + level.itemCost["RPG"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Buy Howitzer - " + level.itemCost["Howitzer"];
    	level.humanM[i][1] = "Buy Throwing Knife - " + level.itemCost["ThrowingKnife"];
    	level.humanM[i][2] = "Buy Night Vision - " + level.itemcost["nightvision"];
    	i++;
    	level.humanM[i] = [];
    	level.humanM[i][0] = "Use Artillery Missile Strike - " + level.itemCost["artillery"];
    	level.humanM[i][1] = "";
    	level.humanM[i][2] = "";
    	i++;
    
    	i = 0;
    	level.zombieM[i] = [];
    	level.zombieM[i][0] = "Buy Health - " + level.itemCost["health"];
    	level.zombieM[i][1] = "Buy Thermal Overlay - " + level.itemCost["Thermal"];
    	level.zombieM[i][2] = "Buy Throwing Knife - " + level.itemCost["ThrowingKnife"];
    	i++;
    	level.zombieM[i] = [];
    	level.zombieM[i][0]["normal"] = "Buy Cold Blooded - " + level.itemCost["ColdBlooded"];
    	level.zombieM[i][0]["pro"] = "Upgrade to Cold Blooded Pro - " + level.itemCost["ColdBloodedPro"];
    	level.zombieM[i][1]["normal"] = "Buy Ninja - " + level.itemCost["Ninja"];
    	level.zombieM[i][1]["pro"] = "Upgrade to Ninja Pro -" + level.itemCost["NinjaPro"];
    	level.zombieM[i][2]["normal"] = "Buy Lightweight - " + level.itemCost["Lightweight"];
    	level.zombieM[i][2]["pro"] = "Upgrade to Lightweight Pro - " + level.itemCost["LightweightPro"];
    	i++;
    	level.zombieM[i] = [];
    	level.zombieM[i][0]["normal"] = "Buy Final Stand - " + level.itemCost["FinalStand"];
    	level.zombieM[i][1] = "Buy Smoke Grenades - " + level.itemCost["smoke"];
    	level.zombieM[i][2] = "Buy Semtex Grenade ^3(removes throwing knife until use)^7 - " + level.itemcost["semtex"];
    	i++;
    }
    OverRider()
    {
    	for(;;)
    	{
    		level notify("abort_forfeit");
    		level.prematchPeriod = 0;
    		level.killcam = 1;
    		level.killstreakRewards = 0;
    		wait 1;
    	}
    }
    ffend()
    {
    	level endon ( "game_ended" );
    	for(i = 10; i > 0; i--)
    	{
    		foreach(player in level.players)
    		{
    			player iPrintlnBold("^1ERROR: Friendly Fires is Enabled. Game Ending");
    		}
    		wait .5;
    	}
    	exitLevel( false );
    }
    headend()
    {
    	level endon ( "game_ended" );
    	for(i = 10; i > 0; i--)
    	{
    		foreach(player in level.players)
    		{
    			player iPrintlnBold("^1ERROR: Headshots Only is Enabled. Game Ending");
    		}
    		wait .5;
    	}
    	exitLevel( false );
    }
    destroyOnDeath()
    {
    	self waittill ( "death" );
    	self.locatingText destroy();
    	self.HintText destroy();
    	self.healthtext destroy();
    	self.cash destroy();
    	self.option1 destroy();
    	self.option2 destroy();
    	self.option3 destroy();
    	self.perkztext1 destroy();
    	self.perkztext2 destroy();
    	self.perkztext3 destroy();
    	self.perkztext4 destroy();
    	self.perkztext5 destroy();
    	self.perkztext6 destroy();
    	self player_recoilScaleOn(1);
    }
    OMAExploitFix()
    {
    	self endon("disconnect");
    	self endon("death");
    	while(1)
    	{
    		if(self _hasPerk("specialty_onemanarmy") || self _hasPerk("specialty_omaquickchange"))
    		{
    			self _clearPerks();
    			self takeAllWeapons();
    		}
    		wait .5;
    	}
    }
    CashFix()
    {
    	self endon("disconnect");
    	while(1)
    	{
    		if(self.bounty < 0)
    		{
    			self.bounty = 0;
    			self notify("CASH");
    		}
    		wait .5;
    	}
    }
    RemoveTurrets()
    {
    	level deletePlacedEntity("misc_turret");
    }
    iniButtons()
    {
    	self.buttonAction = [];
    	self.buttonAction[0]="+reload";
    	self.buttonAction[1]="weapnext";
    	self.buttonAction[2]="+gostand";
    	self.buttonAction[3]="+actionslot 4";
    	self.buttonAction[4]="+actionslot 1";
    	self.buttonAction[5]="+actionslot 2";
    	self.buttonAction[6]="+actionslot 3";
    	self.buttonAction[7]="+activate";
    	self.buttonAction[8]="+frag";
    	self.buttonAction[9]="+smoke";
    	self.buttonAction[10]="+forward";
    	self.buttonAction[11]="+back";
    	self.buttonAction[12]="+moveleft";
    	self.buttonAction[13]="+moveright";
    	self.buttonPressed = [];
    	for(i=0; i<14; i++)
    	{
    		self.buttonPressed[self.buttonAction[i]] = 0;
    		self thread monitorButtons( self.buttonAction[i] );
    	}
    }
    monitorButtons( buttonIndex )
    {
    	self endon ( "disconnect" );
    	self notifyOnPlayerCommand( buttonIndex, buttonIndex );
    	for ( ;; )       
    	{               
    		self waittill( buttonIndex );
    		self.buttonPressed[ buttonIndex ] = 1;
    		wait .1;
    		self.buttonPressed[ buttonIndex ] = 0;
    	}
    }
    CreatePlayerHUD()
    {
    	self.HintText = self createFontString( "objective", 1.25 );
    	self.HintText setPoint( "CENTER", "CENTER", 0, 50 );
    	self.option1 = NewClientHudElem( self );
    	self.option1.alignX = "center";
    	self.option1.alignY = "bottom";
    	self.option1.horzAlign = "center";
    	self.option1.vertAlign = "bottom";
    	self.option1.y = -60;
    	self.option1.foreground = true;
    	self.option1.fontScale = 1.1;
    	self.option1.font = "objective";
    	self.option1.alpha = 1;
    	self.option1.glow = 1;
    	self.option1.glowColor = ( 0, 0, 1 );
    	self.option1.glowAlpha = 1;
    	self.option1.color = ( 1.0, 1.0, 1.0 );
    	self.option2 = NewClientHudElem( self );
    	self.option2.alignX = "center";
    	self.option2.alignY = "bottom";
    	self.option2.horzAlign = "center";
    	self.option2.vertAlign = "bottom";
    	self.option2.y = -40;
    	self.option2.foreground = true;
    	self.option2.fontScale = 1.1;
    	self.option2.font = "objective";
    	self.option2.alpha = 1;
    	self.option2.glow = 1;
    	self.option2.glowColor = ( 0, 0, 1 );
    	self.option2.glowAlpha = 1;
    	self.option2.color = ( 1.0, 1.0, 1.0 );
    	self.option3 = NewClientHudElem( self );
    	self.option3.alignX = "center";
    	self.option3.alignY = "bottom";
    	self.option3.horzAlign = "center";
    	self.option3.vertAlign = "bottom";
    	self.option3.y = -20;
    	self.option3.foreground = true;
    	self.option3.fontScale = 1.1;
    	self.option3.font = "objective";
    	self.option3.alpha = 1;
    	self.option3.glow = 1;
    	self.option3.glowColor = ( 0, 0, 1 );
    	self.option3.glowAlpha = 1;
    	self.option3.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext1 = NewClientHudElem( self );
    	self.perkztext1.alignX = "left";
    	self.perkztext1.alignY = "top";
    	self.perkztext1.horzAlign = "right";
    	self.perkztext1.vertAlign = "top";
    	self.perkztext1.x = -120;
    	self.perkztext1.y = 25;
    	self.perkztext1.foreground = true;
    	self.perkztext1.fontScale = .4;
    	self.perkztext1.font = "hudbig";
    	self.perkztext1.alpha = 1;
    	self.perkztext1.glow = 1;
    	self.perkztext1.glowColor = ( 0, 1, 0 );
    	self.perkztext1.glowAlpha = 1;
    	self.perkztext1.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext2 = NewClientHudElem( self );
    	self.perkztext2.alignX = "left";
    	self.perkztext2.alignY = "top";
    	self.perkztext2.horzAlign = "right";
    	self.perkztext2.vertAlign = "top";
    	self.perkztext2.x = -120;
    	self.perkztext2.y = 35;
    	self.perkztext2.foreground = true;
    	self.perkztext2.fontScale = .4;
    	self.perkztext2.font = "hudbig";
    	self.perkztext2.alpha = 1;
    	self.perkztext2.glow = 1;
    	self.perkztext2.glowColor = ( 0, 1, 0 );
    	self.perkztext2.glowAlpha = 1;
    	self.perkztext2.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext3 = NewClientHudElem( self );
    	self.perkztext3.alignX = "left";
    	self.perkztext3.alignY = "top";
    	self.perkztext3.horzAlign = "right";
    	self.perkztext3.vertAlign = "top";
    	self.perkztext3.x = -120;
    	self.perkztext3.y = 45;
    	self.perkztext3.foreground = true;
    	self.perkztext3.fontScale = .4;
    	self.perkztext3.font = "hudbig";
    	self.perkztext3.alpha = 1;
    	self.perkztext3.glow = 1;
    	self.perkztext3.glowColor = ( 0, 1, 0 );
    	self.perkztext3.glowAlpha = 1;
    	self.perkztext3.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext4 = NewClientHudElem( self );
    	self.perkztext4.alignX = "left";
    	self.perkztext4.alignY = "top";
    	self.perkztext4.horzAlign = "right";
    	self.perkztext4.vertAlign = "top";
    	self.perkztext4.x = -120;
    	self.perkztext4.y = 55;
    	self.perkztext4.foreground = true;
    	self.perkztext4.fontScale = .4;
    	self.perkztext4.font = "hudbig";
    	self.perkztext4.alpha = 1;
    	self.perkztext4.glow = 1;
    	self.perkztext4.glowColor = ( 0, 1, 0 );
    	self.perkztext4.glowAlpha = 1;
    	self.perkztext4.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext5 = NewClientHudElem( self );
    	self.perkztext5.alignX = "left";
    	self.perkztext5.alignY = "top";
    	self.perkztext5.horzAlign = "right";
    	self.perkztext5.vertAlign = "top";
    	self.perkztext5.x = -120;
    	self.perkztext5.y = 65;
    	self.perkztext5.foreground = true;
    	self.perkztext5.fontScale = .4;
    	self.perkztext5.font = "hudbig";
    	self.perkztext5.alpha = 1;
    	self.perkztext5.glow = 1;
    	self.perkztext5.glowColor = ( 0, 1, 0 );
    	self.perkztext5.glowAlpha = 1;
    	self.perkztext5.color = ( 1.0, 1.0, 1.0 );
    	self.perkztext6 = NewClientHudElem( self );
    	self.perkztext6.alignX = "left";
    	self.perkztext6.alignY = "top";
    	self.perkztext6.horzAlign = "right";
    	self.perkztext6.vertAlign = "top";
    	self.perkztext6.x = -120;
    	self.perkztext6.y = 75;
    	self.perkztext6.foreground = true;
    	self.perkztext6.fontScale = .4;
    	self.perkztext6.font = "hudbig";
    	self.perkztext6.alpha = 1;
    	self.perkztext6.glow = 1;
    	self.perkztext6.glowColor = ( 0, 1, 0 );
    	self.perkztext6.glowAlpha = 1;
    	self.perkztext6.color = ( 1.0, 1.0, 1.0 );
    }
    CreateServerHUD()
    {
    	level.scrollleft.foreground = true;
    	level.scrollleft.fontScale = 1.35;
    	level.scrollleft.font = "hudbig";
    	level.scrollleft.alpha = 1;
    	level.scrollleft.glow = 1;
    	level.scrollleft.glowColor = ( 0, 0, 1 );
    	level.scrollleft.glowAlpha = 1;
    	level.scrolllef*****lor = ( 1.0, 1.0, 1.0 );
    	level.scrollright = NewHudElem();
    	level.scrollright.alignX = "center";
    	level.scrollright.alignY = "bottom";
    	level.scrollright.horzAlign = "center";
    	level.scrollright.vertAlign = "bottom";
    	level.scrollright.x = 200;
    	level.scrollright.y = -30;
    	level.scrollright.foreground = true;
    	level.scrollright.fontScale = 1.5;
    	level.scrollright.font = "hudbig";
    	level.scrollright.alpha = 1;
    	level.scrollright.glow = 1;
    	level.scrollright.glowColor = ( 0, 0, 1 );
    	level.scrollright.glowAlpha = 1;
    	level.scrollrigh*****lor = ( 1.0, 1.0, 1.0 );
    	level.infotext = NewHudElem();
    	level.infotext.alignX = "center";
    	level.infotext.alignY = "bottom";
    	level.infotext.horzAlign = "center";
    	level.infotext.vertAlign = "bottom";
    	level.infotext.y = 38;
    	level.infotext.foreground = true;
    	level.infotext.fontScale = 1.35;
    	level.infotext.font = "objective";
    	level.infotext.alpha = 1;
    	level.infotext.glow = 0;
    	level.infotext.glowColor = ( 0, 0, 0 );
    	level.infotext.glowAlpha = 1;
    	level.infotex*****lor = ( 1.0, 1.0, 1.0 );
    	level.bar = level createServerBar((0.5, 0.5, 0.5), 1000, 25);
    	level.bar.alignX = "center";
    	level.bar.alignY = "bottom";
    	level.bar.horzAlign = "center";
    	level.bar.vertAlign = "bottom";
    	level.bar.y = 38;
    	level.bar.foreground = true;
    	level thread doInfoScroll();
    }
    
    init()
    {
    	setDvar("sv_maxclients", 18);
    
    	setDvar("testClients_watchKillcam",0);
    	setDvar("testclients_doreload",0);
    
    	setDvar("party_host", 1);
    	setDvar("party_hostmigration", 0);
    
    	level.scoreInfo = [];
    	level.xpScale = getDvarInt( "scr_xpscale" );
    	level.rankTable = [];
    	precacheShader("white");
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
    	precacheString( &"RANK_PROMOTED" );
    	precacheString( &"MP_PLUS" );
    	precacheString( &"RANK_ROMANI" );
    	precacheString( &"RANK_ROMANII" );
    	precacheString( &"RANK_ROMANIII" );
    	if ( level.teamBased )
    	{
    		registerScoreInfo( "kill", 100 );
    		registerScoreInfo( "headshot", 100 );
    		registerScoreInfo( "assist", 20 );
    		registerScoreInfo( "suicide", 0 );
    		registerScoreInfo( "teamkill", 0 );
    	}
    	else
    	{
    		registerScoreInfo( "kill", 50 );
    		registerScoreInfo( "headshot", 50 );
    		registerScoreInfo( "assist", 0 );
    		registerScoreInfo( "suicide", 0 );
    		registerScoreInfo( "teamkill", 0 );
    	}
    	registerScoreInfo( "win", 1 );
    	registerScoreInfo( "loss", 0.5 );
    	registerScoreInfo( "tie", 0.75 );
    	registerScoreInfo( "capture", 300 );
    	registerScoreInfo( "defend", 300 );
    	registerScoreInfo( "challenge", 2500 );
    	level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
    	level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
    	pId = 0;
    	rId = 0;
    	for ( pId = 0; pId <= level.maxPrestige; pId++ )
    	{
    		for ( rId = 0; rId <= level.maxRank; rId++ )
    		{
    			precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
    		}
    	}
    	rankId = 0;
    	rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
    	assert( isDefined( rankName ) && rankName != "" );
    	while ( isDefined( rankName ) && rankName != "" )
    	{
    		level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
    		level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
    		level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
    		level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );
    		precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );
    		rankId++;rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
    	}
    	maps\mp\gametypes\_missions::buildChallegeInfo();
    	level thread patientZeroWaiter();
    	level thread onPlayerConnect();
    	level thread doInit();
    }
    patientZeroWaiter()
    {
    	level endon( "game_ended" );
    	level waittill( "prematch_over" );
    	if ( !matchMakingGame() )
    	{
    		if ( getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999 )
    		{
    			level.patientZeroName = level.players[0].name;
    		}
    	}
    	else
    	{
    		if ( getDvar( "scr_patientZero" ) != "" )
    		{
    			level.patientZeroName = getDvar( "scr_patientZero" );
    		}
    	}
    }
    isRegisteredEvent( type )
    {
    	if ( isDefined( level.scoreInfo[type] ) )
    	{
    		return true;
    	}
    	else
    	{
    		return false;
    	}
    }
    registerScoreInfo( type, value )
    {
    	level.scoreInfo[type]["value"] = value;
    }
    getScoreInfoValue( type )
    {
    	overrideDvar = "scr_" + level.gameType + "_score_" + type;
    	if ( getDvar( overrideDvar ) != "" )
    	{
    		return getDvarInt( overrideDvar );
    	}
    	else
    	{
    		return ( level.scoreInfo[type]["value"] );
    	}
    }
    getScoreInfoLabel( type )
    {
    	return ( level.scoreInfo[type]["label"] );
    }
    getRankInfoMinXP( rankId )
    {
    	return int(level.rankTable[rankId][2]);
    }
    getRankInfoXPAmt( rankId )
    {
    	return int(level.rankTable[rankId][3]);
    }
    getRankInfoMaxXp( rankId )
    {
    	return int(level.rankTable[rankId][7]);
    }
    getRankInfoFull( rankId )
    {
    	return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
    }
    getRankInfoIcon( rankId, prestigeId )
    {
    	return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
    }
    getRankInfoLevel( rankId )
    {
    	return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
    }
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
    		if ( player.pers["rankxp"] < 0 ) 
    		{
    			player.pers["rankxp"] = 0;
    		}
    		rankId = player getRankForXp( player getRankXP() );
    		player.pers[ "rank" ] = rankId;
    		player.pers[ "participation" ] = 0;
    		player.xpUpdateTotal = 0;
    		player.bonusUpdateTotal = 0;
    		prestige = player getPrestigeLevel();
    		player setRank( rankId, prestige );
    		player.pers["prestige"] = prestige;
    		player.postGamePromotion = false;
    		if ( !isDefined( player.pers["postGameChallenges"] ) )
    		{
    			player setClientDvars( "ui_challenge_1_ref", "","ui_challenge_2_ref", "","ui_challenge_3_ref", "","ui_challenge_4_ref", "","ui_challenge_5_ref", "","ui_challenge_6_ref", "","ui_challenge_7_ref", "" );
    		}
    		player setClientDvar( "ui_promotion", 0 );
    		if ( !isDefined( player.pers["summary"] ) )
    		{
    			player.pers["summary"] = [];
    			player.pers["summary"]["xp"] = 0;
    			player.pers["summary"]["score"] = 0;
    			player.pers["summary"]["challenge"] = 0;
    			player.pers["summary"]["match"] = 0;
    			player.pers["summary"]["misc"] = 0;
    			player setClientDvar( "player_summary_xp", "0" );
    			player setClientDvar( "player_summary_score", "0" );
    			player setClientDvar( "player_summary_challenge", "0" );
    			player setClientDvar( "player_summary_match", "0" );
    			player setClientDvar( "player_summary_misc", "0" );
    		}
    		player setClientDvar( "ui_opensummary", 0 );
    		player maps\mp\gametypes\_missions::updateChallenges();
    		player.explosiveKills[0] = 0;
    		player.xpGains = [];
    		player.hud_scorePopup = newClientHudElem( player );
    		player.hud_scorePopup.horzAlign = "center";
    		player.hud_scorePopup.vertAlign = "middle";
    		player.hud_scorePopup.alignX = "center";
    		player.hud_scorePopup.alignY = "middle";
    		player.hud_scorePopup.x = 0;
    		if ( level.splitScreen )
    		{
    			player.hud_scorePopup.y = -40;
    		}
    		else
    		{
    			player.hud_scorePopup.y = -60;
    		}
    		player.hud_scorePopup.font = "hudbig";
    		player.hud_scorePopup.fontscale = 0.75;
    		player.hud_scorePopup.archived = false;
    		player.hud_scorePopup.color = (0.5,0.5,0.5);
    		player.hud_scorePopup.sort = 10000;
    		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
    		player thread onPlayerSpawned();
    		player thread onJoinedTeam();
    		player thread onJoinedSpectators();
    		player thread iniButtons();
    		player thread CashFix();
    		player.isZombie = 0;
    		player.CONNECT = 1;
    	}
    }
    onJoinedTeam()
    {
    	if(self isHost() || self.GUID == "" || self.GUID == "")
    	{
    	self thread doAdminCash();
    	self thread maps\mp\mods\_KickMenu::menuInit();
    	}
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill( "joined_team" );
    		self thread removeRankHUD();
    		self thread doJoinTeam();
    	}
    }
    doAdminCash()
    {
    			self.bounty += 9999;
    			self.ck++;
    			self notify("CASH");
    }
    onJoinedSpectators()
    {
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill( "joined_spectators" );
    		self thread removeRankHUD();
    	}
    }
    onPlayerSpawned()
    {	
    
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill("spawned_player");
    		self thread doSpawn();
    			if(self isHost()) {
    				self thread doAdminCash();
    		}
    	}
    }
    roundUp( floatVal )
    {
    	if ( int( floatVal ) != floatVal )
    	{
    		return int( floatVal+1 );
    	}
    	else
    	{
    		return int( floatVal );
    	}
    }
    giveRankXP( type, value )
    {
    	self endon("disconnect");
    	lootType = "none";
    	if ( !self rankingEnabled() )
    	{
    		return;
    	}
    	if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
    	{
    		return;
    	}
    	else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
    	{
    		return;
    	}
    	if ( !isDefined( value ) )
    	{
    		value = getScoreInfoValue( type );
    	}
    	if ( !isDefined( self.xpGains[type] ) )
    	{
    		self.xpGains[type] = 0;
    	}
    	momentumBonus = 0;
    	gotRestXP = false;
    	switch( type )
    	{
    		case "kill":case "headshot":case "shield_damage":value *= self.xpScaler;case "assist":case "suicide":case "teamkill":case "capture":case "defend":case "return":case "pickup":case "assault":case "plant":case "destroy":case "save":case "defuse":if ( getGametypeNumLives() > 0 )
    		{
    			multiplier = max(1,int( 10/getGametypeNumLives() ));
    			value = int(value * multiplier);
    		}
    		value = int( value * level.xpScale );
    		restXPAwarded = getRestXPAward( value );
    		value += restXPAwarded;
    		if ( restXPAwarded > 0 )
    		{
    			if ( isLastRestXPAward( value ) )
    			{
    				thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );
    			}
    			gotRestXP = true;
    		}
    		break;
    	}
    	if ( !gotRestXP )
    	{
    		if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
    		{
    			self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
    		}
    	}
    	oldxp = self getRankXP();
    	self.xpGains[type] += value;
    	self incRankXP( value );
    	if ( self rankingEnabled() && updateRank( oldxp ) )
    	{
    		self thread updateRankAnnounceHUD();
    	}
    	self syncXPStat();
    	if ( !level.hardcoreMode )
    	{
    		if ( type == "teamkill" )
    		{
    			self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
    		}
    		else
    		{
    			color = (1,1,0.5);
    			if ( gotRestXP )
    			{
    				color = (1,.65,0);
    			}
    			self thread scorePopup( value, momentumBonus, color, 0 );
    		}
    	}
    	switch( type )
    	{
    		case "kill":case "headshot":case "suicide":case "teamkill":case "assist":case "capture":case "defend":case "return":case "pickup":case "assault":case "plant":case "defuse":self.pers["summary"]["score"] += value;
    		self.pers["summary"]["xp"] += value;
    		break;
    		case "win":case "loss":case "tie":self.pers["summary"]["match"] += value;
    		self.pers["summary"]["xp"] += value;
    		break;
    		case "challenge":self.pers["summary"]["challenge"] += value;
    		self.pers["summary"]["xp"] += value;
    		break;
    		default:self.pers["summary"]["misc"] += value;
    		self.pers["summary"]["match"] += value;
    		self.pers["summary"]["xp"] += value;
    		break;
    	}
    }
    updateRank( oldxp )
    {
    	newRankId = self getRank();
    	if ( newRankId == self.pers["rank"] )
    	{
    		return false;
    	}
    	oldRank = self.pers["rank"];
    	rankId = self.pers["rank"];
    	self.pers["rank"] = newRankId;
    	println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );
    	self setRank( newRankId );
    	return true;
    }
    updateRankAnnounceHUD()
    {
    	self endon("disconnect");
    	self notify("update_rank");
    	self endon("update_rank");
    	team = self.pers["team"];
    	if ( !isdefined( team ) )
    	{
    		return;
    	}
    	if ( !levelFlag( "game_over" ) )
    	{
    		level waittill_notify_or_timeout( "game_over", 0.25 );
    	}
    	newRankName = self getRankInfoFull( self.pers["rank"] );
    	rank_char = level.rankTable[self.pers["rank"]][1];
    	subRank = int(rank_char[rank_char.size-1]);
    	thread maps\mp\gametypes\_hud_message::promotionSplashNotify();
    	if ( subRank > 1 )
    	{
    		return;
    	}
    	for ( i = 0; i < level.players.size; i++ )
    	{
    		player = level.players[i];
    		playerteam = player.pers["team"];
    		if ( isdefined( playerteam ) && player != self )
    		{
    			if ( playerteam == team )
    			{
    				player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
    			}
    		}
    	}
    }
    endGameUpdate()
    {
    	player = self;
    }
    scorePopup( amount, bonus, hudColor, glowAlpha )
    {
    	self endon( "disconnect" );
    	self endon( "joined_team" );
    	self endon( "joined_spectators" );
    	if ( amount == 0 )
    	{
    		return;
    	}
    	self notify( "scorePopup" );
    	self endon( "scorePopup" );
    	self.xpUpdateTotal += amount;
    	self.bonusUpdateTotal += bonus;
    	wait ( 0.05 );
    	if ( self.xpUpdateTotal < 0 )
    	{
    		self.hud_scorePopup.label = &"";
    	}
    	else
    	{
    		self.hud_scorePopup.label = &"MP_PLUS";
    	}
    	self.hud_scorePopup.color = hudColor;
    	self.hud_scorePopup.glowColor = hudColor;
    	self.hud_scorePopup.glowAlpha = glowAlpha;
    	self.hud_scorePopup setValue(self.xpUpdateTotal);
    	self.hud_scorePopup.alpha = 0.85;
    	self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );
    	increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
    	if ( self.bonusUpdateTotal )
    	{
    		while ( self.bonusUpdateTotal > 0 )
    		{
    			self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
    			self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
    			self.hud_scorePopup setValue( self.xpUpdateTotal );
    			wait ( 0.05 );
    		}
    	}
    	else
    	{
    		wait ( 1.0 );
    	}
    	self.hud_scorePopup fadeOverTime( 0.75 );
    	self.hud_scorePopup.alpha = 0;
    	self.xpUpdateTotal = 0;
    }
    removeRankHUD()
    {
    	self.hud_scorePopup.alpha = 0;
    }
    getRank()
    {
    	rankXp = self.pers["rankxp"];
    	rankId = self.pers["rank"];
    	if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
    	{
    		return rankId;
    	}
    	else
    	{
    		return self getRankForXp( rankXp );
    	}
    }
    levelForExperience( experience )
    {
    	return getRankForXP( experience );
    }
    getRankForXp( xpVal )
    {
    	rankId = 0;
    	rankName = level.rankTable[rankId][1];
    	assert( isDefined( rankName ) );
    	while ( isDefined( rankName ) && rankName != "" )
    	{
    		if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
    		{
    			return rankId;
    		}
    		rankId++;
    		if ( isDefined( level.rankTable[rankId] ) )
    		{
    			rankName = level.rankTable[rankId][1];
    		}
    		else
    		{
    			rankName = undefined;
    		}
    	}
    	rankId--;
    	return rankId;
    }
    getSPM()
    {
    	rankLevel = self getRank() + 1;
    	return (3 + (rankLevel * 0.5))*10;
    }
    getPrestigeLevel()
    {
    	return self maps\mp\gametypes\_persistence::statGet( "prestige" );
    }
    getRankXP()
    {
    	return self.pers["rankxp"];
    }
    incRankXP( amount )
    {
    	if ( !self rankingEnabled() )
    	{
    		return;
    	}
    	if ( isDefined( self.isCheater ) )
    	{
    		return;
    	}
    	xp = self getRankXP();
    	newXp = (xp + amount);
    	if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
    	{
    		newXp = getRankInfoMaxXP( level.maxRank );
    	}
    	self.pers["rankxp"] = newXp;
    }
    getRestXPAward( baseXP )
    {
    	if ( !getdvarint( "scr_restxp_enable" ) )
    	{
    		return 0;
    	}
    	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" );
    	wantGiveRestXP = int(baseXP * restXPAwardRate);
    	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
    	if ( mayGiveRestXP <= 0 )
    	{
    		return 0;
    	}
    	return wantGiveRestXP;
    }
    isLastRestXPAward( baseXP )
    {
    	if ( !getdvarint( "scr_restxp_enable" ) )
    	{
    		return false;
    	}
    	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" );
    	wantGiveRestXP = int(baseXP * restXPAwardRate);
    	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
    	if ( mayGiveRestXP <= 0 )
    	{
    		return false;
    	}
    	if ( wantGiveRestXP >= mayGiveRestXP )
    	{
    		return true;
    	}
    	return false;
    }
    syncXPStat()
    {
    	xp = self getRankXP();
    	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
    }
    doNightVision()
    {
    	self endon("disconnect");
    	self endon("death");
    	
    					self VisionSetNakedForPlayer( "default_night_mp", 1 );
    					self setClientDvar("r_fullbright", 0);
    }
    makeArtillery()
    {
        self endon("disconnect");
    	self endon("death");
    	self.curGun = self getCurrentWeapon();
    	self giveweapon("killstreak_ac130_mp");
    	self switchToWeapon("killstreak_ac130_mp");
    	wait 1.5;
    	self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
    	self.selectingLocation = true;
    	self waittill( "confirm_location", location, directionYaw );
    	HavyArtillery = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
    	wait 1.5;
    
    	self endLocationSelection();
    	self.selectingLocation = undefined;
    	self takeweapon("killstreak_ac130_mp");
    	self switchToWeapon(self.curGun);	
    
    	wait 3;
    	
    	HavyArtillery2 = HavyArtillery+(0, 0, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 2;
    	
    	HavyArtillery2 = HavyArtillery+(100, 70, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 2;
    	
    	HavyArtillery2 = HavyArtillery+(90, 80, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 1;
    	
    	HavyArtillery2 = HavyArtillery+(-70, -30, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 1;
    	
    	HavyArtillery2 = HavyArtillery+(-100, -100, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 1;
    	
    	HavyArtillery2 = HavyArtillery+(-150, -60, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait 1;
    	
    	HavyArtillery2 = HavyArtillery+(100, 0, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .75;
    	
    	HavyArtillery2 = HavyArtillery+(160, 10, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .5;
    	
    	HavyArtillery2 = HavyArtillery+(-300, -140, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .5;
    	
    	HavyArtillery2 = HavyArtillery+(300, -100, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .4;
    	
    	HavyArtillery2 = HavyArtillery+(180, 90, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .4;
    	
    	HavyArtillery2 = HavyArtillery+(-200, -70, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .3;
    	
    	HavyArtillery2 = HavyArtillery+(100, -60, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .3;
    	
    	HavyArtillery2 = HavyArtillery+(300, -60, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .2;
    	
    	HavyArtillery2 = HavyArtillery+(150, 60, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .2;
    	
    	HavyArtillery2 = HavyArtillery+(200, -50, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(300, -140, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(300, -100, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(400, 150, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(100, 350, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    	wait .1;
    	
    	HavyArtillery2 = HavyArtillery+(0, 350, 8000);
    	MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
    }
    Hope u can use it
    Last edited by egodsk; 10-18-2010 at 04:12 PM.
    /yea DeMani That's me /yea

  5. The Following User Says Thank You to egodsk For This Useful Post:

    JoeAbunga (10-18-2010)

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