521 lines
13 KiB
Plaintext
521 lines
13 KiB
Plaintext
#include common_scripts\utility;
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#include maps\mp\_utility;
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// the nuke will kill the other team and emp them for 60 seconds, it will also change the visionset for the level
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init()
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{
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//level.nukeVisionSet = "aftermath";
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level._effect[ "nuke_flash" ] = loadfx( "vfx/explosion/dna_bomb_flash_mp" );
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level._effect[ "nuke_aftermath" ] = loadfx( "vfx/dust/nuke_aftermath_mp" );
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level._effect[ "dna_bomb_body_gas" ] = loadfx( "vfx/explosion/dna_bomb_body_gas" );
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game["strings"]["nuclear_strike"] = &"KILLSTREAKS_TACTICAL_NUKE";
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level.killstreakFuncs["nuke"] = ::tryUseNuke;
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level.killstreakWieldWeapons["nuke_mp"] = "nuke";
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SetDvarIfUninitialized( "scr_nukeTimer", 10 );
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SetDvarIfUninitialized( "scr_nukeCancelMode", 0 );
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level.nukeTimer = getDvarInt( "scr_nukeTimer" );
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level.cancelMode = getDvarInt( "scr_nukeCancelMode" );
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// if( level.multiTeamBased )
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// {
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// for( i = 0; i < level.teamNameList.size; i++ )
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// {
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// level.teamNukeEMPed[level.teamNameList[i]] = false;
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// }
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// }
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// else
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// {
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// level.teamNukeEMPed["allies"] = false;
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// level.teamNukeEMPed["axis"] = false;
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// }
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level.nukeEmpTimeout = 60.0;
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level.nukeEmpTimeRemaining = int( level.nukeEmpTimeout );
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level.nukeInfo = spawnStruct();
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level.nukeInfo.xpScalar = 2;
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level.nukeDetonated = undefined;
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//level thread nuke_EMPTeamTracker();
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level thread onPlayerConnect();
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/#
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//SetDevDvarIfUninitialized( "scr_nuke_empTimeout", 60.0 );
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SetDevDvarIfUninitialized( "scr_nukeDistance", 5000 );
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SetDevDvarIfUninitialized( "scr_nukeEndsGame", true );
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SetDevDvarIfUninitialized( "scr_nukeDebugPosition", false );
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#/
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}
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tryUseNuke( lifeId, modules, allowCancel )
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{
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if( isDefined( level.nukeIncoming ) )
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{
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self iPrintLnBold( &"KILLSTREAKS_NUKE_ALREADY_INBOUND" );
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return false;
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}
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if ( self isUsingRemote() )
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return false;
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if ( !isDefined( allowCancel ) )
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allowCancel = true;
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self thread doNuke( allowCancel );
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self maps\mp\_matchdata::logKillstreakEvent( "nuke", self.origin );
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return true;
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}
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delaythread_nuke( delay, func )
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{
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level endon ( "nuke_cancelled" );
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maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( delay );
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thread [[ func ]]();
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}
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doNuke( allowCancel )
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{
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level endon ( "nuke_cancelled" );
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level.nukeInfo.player = self;
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level.nukeInfo.team = self.pers["team"];
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level.nukeIncoming = true;
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SetOmnvar( "ui_bomb_timer", 4 ); // Nuke sets '4' to avoid briefcase icon showing
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if( level.teambased )
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{
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thread teamPlayerCardSplash( "used_nuke", self, self.team );
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}
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else
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{
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if( !level.hardcoreMode )
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self IPrintLnBold( &"MP_FRIENDLY_TACTICAL_NUKE" );
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}
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level thread delaythread_nuke( (level.nukeTimer - 3.3), ::nukeSoundIncoming );
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level thread delaythread_nuke( level.nukeTimer, ::nukeSoundExplosion );
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level thread delaythread_nuke( level.nukeTimer, ::nukeSlowMo );
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level thread delaythread_nuke( (level.nukeTimer - 0.32 ), ::nukeEffects );
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level thread delaythread_nuke( (level.nukeTimer - 0.1), ::nukeVision );
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level thread delaythread_nuke( (level.nukeTimer + 0.5), ::nukeDeath );
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level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeEarthquake );
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level thread nukeAftermathEffect();
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level thread update_ui_timers();
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if ( level.cancelMode && allowCancel )
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level thread cancelNukeOnDeath( self );
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// need objects to play sound off of, i'm keeping them on level so we don't spawn them more than once if multiple nukes get called in a match
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if( !IsDefined( level.nuke_clockObject ) )
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{
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level.nuke_clockObject = Spawn( "script_origin", (0,0,0) );
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level.nuke_clockObject hide();
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}
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if( !IsDefined( level.nuke_soundObject ) )
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{
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level.nuke_soundObject = Spawn( "script_origin", (0,0,1) );
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level.nuke_soundObject hide();
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}
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nukeTimer = level.nukeTimer;
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while( nukeTimer > 0 )
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{
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// TODO: get a new sound for this so we don't remind people of the old nuke
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level.nuke_clockObject playSound( "ks_dna_warn_timer" );
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wait( 1.0 );
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nukeTimer--;
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}
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}
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cancelNukeOnDeath( player )
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{
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player waittill_any( "death", "disconnect" );
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// if ( isDefined( player ) && level.cancelMode == 2 )
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// player thread maps\mp\killstreaks\_emp::EMP_Use( 0, 0 );
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SetOmnvar( "ui_bomb_timer", 0 ); // Nuke sets '4' to avoid briefcase icon showing
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level.nukeIncoming = undefined;
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level notify ( "nuke_cancelled" );
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}
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nukeSoundIncoming()
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{
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level endon ( "nuke_cancelled" );
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if( IsDefined( level.nuke_soundObject ) )
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level.nuke_soundObject PlaySound( "ks_dna_incoming" );
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}
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nukeSoundExplosion()
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{
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level endon ( "nuke_cancelled" );
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if( IsDefined( level.nuke_soundObject ) )
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{
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level.nuke_soundObject PlaySound( "ks_dna_explosion" );
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level.nuke_soundObject PlaySound( "ks_dna_wave" );
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}
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}
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nukeEffects()
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{
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level endon ( "nuke_cancelled" );
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//SetOmnvar( "ui_bomb_timer", 0 );
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//level.nukeDetonated = true;
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foreach( player in level.players )
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{
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playerForward = anglestoforward( player.angles );
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playerForward = ( playerForward[0], playerForward[1], 0 );
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playerForward = VectorNormalize( playerForward );
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nukeDistance = 300;
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// /# nukeDistance = getDvarInt( "scr_nukeDistance" ); #/
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nukeEnt = Spawn( "script_model", player.origin + ( playerForward * nukeDistance ) );
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nukeEnt setModel( "tag_origin" );
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nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
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/#
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if ( getDvarInt( "scr_nukeDebugPosition" ) )
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{
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lineTop = ( nukeEnt.origin[0], nukeEnt.origin[1], (nukeEnt.origin[2] + 500) );
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thread draw_line_for_time( nukeEnt.origin, lineTop, 1, 0, 0, 10 );
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}
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#/
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nukeEnt thread nukeEffect( player );
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}
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}
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nukeEffect( player )
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{
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level endon ( "nuke_cancelled" );
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player endon( "disconnect" );
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waitframe();
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PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self , "tag_origin", player );
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}
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nukeAftermathEffect()
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{
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level endon ( "nuke_cancelled" );
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level waittill ( "spawning_intermission" );
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afermathEnt = getEntArray( "mp_global_intermission", "classname" );
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afermathEnt = afermathEnt[0];
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up = anglestoup( afermathEnt.angles );
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right = anglestoright( afermathEnt.angles );
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PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
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}
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nukeSlowMo()
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{
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level endon ( "nuke_cancelled" );
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SetOmnvar( "ui_bomb_timer", 0 );
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SetSlowMotion( 1.0, 0.25, 0.5 );
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level waittill( "nuke_death" );
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SetSlowMotion( 0.25, 1, 2.0 );
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}
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nukeVision()
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{
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level endon ( "nuke_cancelled" );
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level.nukeVisionInProgress = true;
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foreach (player in level.players)
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{
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player SetClientTriggerVisionSet("dna_bomb", 0.5 );
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player thread maps\mp\_flashgrenades::applyFlash( 1.6, 0.35 );
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}
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level waittill( "nuke_death" );
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//time for fog to linger
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wait 3.0;
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foreach (player in level.players)
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player SetClientTriggerVisionSet("", 10 );
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// turn off nuke vision set
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level.nukeVisionInProgress = undefined;
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}
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nukeDeath()
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{
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level endon ( "nuke_cancelled" );
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level notify( "nuke_death" );
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maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
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AmbientStop(1);
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counter = 0;
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foreach( player in level.players )
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{
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// don't kill teammates
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if( level.teambased )
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{
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if( IsDefined( level.nukeInfo.team ) && player.team == level.nukeInfo.team )
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continue;
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}
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// ffa, don't kill the player who called it
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else
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{
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if( IsDefined( level.nukeInfo.player ) && player == level.nukeInfo.player )
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continue;
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}
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player.nuked = true;
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if ( isAlive( player ) )
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{
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player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( level.nukeInfo.player, level.nukeInfo.player, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
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if ( IsDefined( player.isJuggernaut ) && player.isJuggernaut == true )
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{
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player DoDamage( 1, player.origin, level.nukeInfo.player, level.nukeInfo.player, "MOD_EXPLOSIVE", "nuke_mp" );
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}
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//play vfx on corpses, use counter delay so all players don't get called on same frame
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delayThread( counter + 1, ::bodyGasFX, player.body );
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counter += 0.05;
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}
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}
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// emp jam them after death, if we do before then the timing is off
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level thread nuke_EMPJam();
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// since the nuke death happened, the nuke is no longer incoming
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level.nukeIncoming = undefined;
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}
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bodyGasFX( ent )
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{
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if ( isDefined(ent) )
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playfxontag( getfx( "dna_bomb_body_gas" ), ent, "J_SPINELOWER" );
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}
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nukeEarthquake()
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{
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level endon ( "nuke_cancelled" );
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level waittill( "nuke_death" );
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// TODO: need to get a different position to call this on
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//earthquake( 0.6, 10, nukepos, 100000 );
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//foreach( player in level.players )
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//player PlayRumbleOnEntity( "damage_heavy" );
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}
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nuke_EMPJam()
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{
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level endon ( "game_ended" );
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// since nukes do emp damage, might as well emp jam for a little while also
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// set this up to end itself if called again
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level notify( "nuke_EMPJam" );
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level endon( "nuke_EMPJam" );
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if( level.multiTeamBased )
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{
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//nuke all other teams
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for( i = 0; i < level.teamNameList.size; i++ )
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{
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if( level.nukeInfo.team != level.teamNameList[i] )
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{
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level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player, level.teamNameList[i] );
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}
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}
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}
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else if( level.teambased )
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{
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level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player, getOtherTeam( level.nukeInfo.team ) );
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}
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else
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{
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level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player, getOtherTeam( level.nukeInfo.team ) );
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}
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level notify( "nuke_emp_update" );
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/#
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level.nukeEmpTimeout = GetDvarFloat( "scr_nuke_empTimeout" );
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#/
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/*level thread keepNukeEMPTimeRemaining();
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maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( level.nukeEmpTimeout );
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if( level.multiTeamBased )
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{
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//nuke all other teams
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for( i = 0; i < level.teamNameList.size; i++ )
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{
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if( level.nukeInfo.team != level.teamNameList[i] )
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{
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level.teamNukeEMPed[level.teamNameList[i]] = false;
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}
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}
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}
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else if( level.teambased )
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{
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level.teamNukeEMPed[ getOtherTeam( level.nukeInfo.team ) ] = false;
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}
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else
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{
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level.teamNukeEMPed[ level.nukeInfo.team ] = false;
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level.teamNukeEMPed[ getOtherTeam( level.nukeInfo.team ) ] = false;
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}
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foreach( player in level.players )
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{
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if( level.teambased && player.team == level.nukeInfo.team )
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continue;
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player.nuked = undefined;
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}
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// we want the nuke vision to last the rest of this match, leaving here in case we change our minds :)
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level.nukeVisionInProgress = undefined;
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VisionSetNaked( "", 5.0 ); // go to default visionset*/
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level notify( "nuke_emp_update" );
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level notify ( "nuke_emp_ended" );
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}
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keepNukeEMPTimeRemaining()
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{
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level notify( "keepNukeEMPTimeRemaining" );
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level endon( "keepNukeEMPTimeRemaining" );
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level endon( "nuke_emp_ended" );
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// we need to know how much time is left for the unavailable string
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level.nukeEmpTimeRemaining = int( level.nukeEmpTimeout );
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while( level.nukeEmpTimeRemaining )
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{
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wait( 1.0 );
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level.nukeEmpTimeRemaining--;
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}
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}
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nuke_EMPTeamTracker()
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{
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level endon ( "game_ended" );
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for ( ;; )
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{
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level waittill_either ( "joined_team", "nuke_emp_update" );
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foreach ( player in level.players )
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{
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if ( player.team == "spectator" )
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continue;
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if( level.teambased )
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{
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if( IsDefined( level.nukeInfo.team ) && player.team == level.nukeInfo.team )
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continue;
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}
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else
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{
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if( IsDefined( level.nukeInfo.player ) && player == level.nukeInfo.player )
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continue;
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}
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// if this nuke emp is over, let's do an extra check to make sure we shouldn't be regular emped, isEmped() does the extra emp check
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if( !level.teamNukeEMPed[ player.team ] && !player isEMPed() )
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player SetEMPJammed( false );
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else
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player SetEMPJammed( true );
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}
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}
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}
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onPlayerConnect()
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{
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for(;;)
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{
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level waittill("connected", player);
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player thread onPlayerSpawned();
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}
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}
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onPlayerSpawned()
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{
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self endon("disconnect");
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for(;;)
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{
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self waittill( "spawned_player" );
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if( isDefined ( level.nukeVisionInProgress ) )
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{
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self SetClientTriggerVisionSet("dna_bomb" );
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waitframe();
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self SetClientTriggerVisionSet("", 10 );
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}
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/*if( level.teamNukeEMPed[ self.team ] )
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{
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if( level.teambased )
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self SetEMPJammed( true );
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else
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{
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if( !IsDefined( level.nukeInfo.player ) || ( IsDefined( level.nukeInfo.player ) && self != level.nukeInfo.player ) )
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self SetEMPJammed( true );
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}
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}
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// make sure the vision set stays on between deaths
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if( IsDefined( level.nukeDetonated ) )
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self VisionSetNakedForPlayer( level.nukeVisionSet, 0 );
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*/
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}
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}
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update_ui_timers()
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{
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level endon ( "game_ended" );
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level endon ( "disconnect" );
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level endon ( "nuke_cancelled" );
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level endon ( "nuke_death" );
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nukeEndMilliseconds = (level.nukeTimer * 1000) + gettime();
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SetOmnvar( "ui_nuke_end_milliseconds", nukeEndMilliseconds );
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level waittill( "host_migration_begin" );
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timePassed = maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
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if ( timePassed > 0 )
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{
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SetOmnvar( "ui_nuke_end_milliseconds", nukeEndMilliseconds + timePassed );
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}
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}
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