if string.sub(string.lower(game.GetMap()), 1, 3) ~= "ze_" then return end GM.ZombieEscape = true GM.WaveZeroLength = 90 GM.EndGameTime = 35 GM.ZE_FreezeTime = 20 GM.ZE_TimeLimit = 60 * 16 GM.DefaultZombieClass = GM.ZombieClasses["Super Zombie"].Index local CSSWEAPONS = {"weapon_knife","weapon_glock","weapon_usp","weapon_p228","weapon_deagle", "weapon_elite","weapon_fiveseven","weapon_m3","weapon_xm1014","weapon_galil", "weapon_ak47","weapon_scout","weapon_sg552","weapon_awp","weapon_g3sg1", "weapon_famas","weapon_m4a1","weapon_aug","weapon_sg550","weapon_mac10", "weapon_tmp","weapon_mp5navy","weapon_ump45","weapon_p90","weapon_m249"} function GM:Move(pl, move) if pl:Team() == TEAM_HUMAN then if pl:GetBarricadeGhosting() then move:SetMaxSpeed(36) move:SetMaxClientSpeed(36) elseif move:GetForwardSpeed() < 0 then move:SetMaxSpeed(move:GetMaxSpeed() * 0.9) move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.9) elseif move:GetForwardSpeed() == 0 then move:SetMaxSpeed(move:GetMaxSpeed() * 0.95) move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.95) end elseif pl:CallZombieFunction("Move", move) then return end local legdamage = pl:GetLegDamage() if legdamage > 0 then local scale = 1 - math.min(1, legdamage * 0.25) move:SetMaxSpeed(move:GetMaxSpeed() * scale) move:SetMaxClientSpeed(move:GetMaxClientSpeed() * scale) end end function GM:GetZombieDamageScale(pos, ignore) return self.ZombieDamageMultiplier end function GM:ScalePlayerDamage(pl, hitgroup, dmginfo) if dmginfo:IsBulletDamage() then if hitgroup == HITGROUP_HEAD then pl.m_LastHeadShot = CurTime() end end if not pl:CallZombieFunction("ScalePlayerDamage", hitgroup, dmginfo) then if hitgroup == HITGROUP_HEAD then dmginfo:SetDamage(dmginfo:GetDamage() * 2) elseif hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR then dmginfo:SetDamage(dmginfo:GetDamage() * 0.25) elseif hitgroup == HITGROUP_STOMACH or hitgroup == HITGROUP_LEFTARM or hitgroup == HITGROUP_RIGHTARM then dmginfo:SetDamage(dmginfo:GetDamage() * 0.75) end end if pl:Team() == TEAM_UNDEAD and self:PlayerShouldTakeDamage(pl, dmginfo:GetAttacker()) then pl:AddLegDamage(((hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG) and 1 or 0.125) * dmginfo:GetDamage()) end end -- Creates some dummy entities so we don't get spammed in the console. local ENT = {} ENT.Type = "anim" ENT.RenderGroup = RENDERGROUP_NONE function ENT:Initialize() self:SetNoDraw(true) end if SERVER then function ENT:Think() self:Remove() end end hook.Add("Initialize", "RegisterDummyEntities", function() scripted_ents.Register(ENT, "ammo_50ae") scripted_ents.Register(ENT, "ammo_556mm_box") scripted_ents.Register(ENT, "player_weaponstrip") --CSS Weapons for ZE map parenting for i, weapon in pairs(CSSWEAPONS) do weapons.Register({Base = "weapon_map_base"},weapon) end end) hook.Add( "PlayerCanPickupWeapon", "RestrictMapWeapons", function( ply, wep ) local weps = ply:GetWeapons() --Only allow one special weapon per player for k, v in pairs(weps) do if table.HasValue( CSSWEAPONS, v:GetClass() ) or v:GetClass()=="weapon_map_base" then return false end end return true end)