comment active t on les mods comme celui ci : #include common_scripts\utility;
#include maps\mp_utility;
#include maps\mp\zombies_zm_utility;
#include maps\mp\zombies_zm_stats;
#include maps\mp\zombies_zm_pers_upgrades_functions;
#include maps\mp\zombies_zm_score;
main() {
replaceFunc(maps\mp\zombies_zm_score::player_add_points, ::new_player_add_points);
}
new_player_add_points( event, mod, hit_location, is_dog, zombie_team, damage_weapon )
{
if ( level.intermission )
return;
if ( !is_player_valid( self ) )
return;
player_points = 0;
team_points = 0;
multiplier = get_points_multiplier( self );
switch ( mod )
{
case "MOD_MELEE":
self.score += 10 * int(self.pers["level"]);
break;
case "MOD_GRENADE":
self.score += 10 * int(self.pers["level"]);
break;
}
switch ( event )
{
case "death":
player_points = get_zombie_death_player_points();
team_points = get_zombie_death_team_points();
points = self player_add_points_kill_bonus( mod, hit_location );
self.score += 10 * int(self.pers["level"]);
if ( level.zombie_vars[self.team]["zombie_powerup_insta_kill_on"] == 1 && mod == "MOD_UNKNOWN" )
points = points * 2;
player_points = player_points + points;
if ( team_points > 0 )
team_points = team_points + points;
if ( mod == "MOD_GRENADE" || mod == "MOD_GRENADE_SPLASH" )
{
self maps\mp\zombies\_zm_stats::increment_client_stat( "grenade_kills" );
self maps\mp\zombies\_zm_stats::increment_player_stat( "grenade_kills" );
}
break;
case "ballistic_knife_death":
player_points = get_zombie_death_player_points() + level.zombie_vars["zombie_score_bonus_melee"];
self score_cf_increment_info( "death_melee" );
self.score += 10 * int(self.pers["level"]);
break;
case "damage_light":
player_points = level.zombie_vars["zombie_score_damage_light"];
self score_cf_increment_info( "damage" );
self.score += 10 * int(self.pers["level"]);
break;
case "damage":
player_points = level.zombie_vars["zombie_score_damage_normal"];
self score_cf_increment_info( "damage" );
self.score += 10 * int(self.pers["level"]);
break;
case "damage_ads":
player_points = int( level.zombie_vars["zombie_score_damage_normal"] * 1.25 );
self score_cf_increment_info( "damage" );
self.score += 10 * int(self.pers["level"]);
break;
case "carpenter_powerup":
case "rebuild_board":
player_points = mod;
self.score += 1 * int(self.pers["level"]);
break;
case "bonus_points_powerup":
player_points = mod;
self.score += 1 * int(self.pers["level"]);
break;
case "nuke_powerup":
player_points = mod;
team_points = mod;
self.score += 1 * int(self.pers["level"]);
break;
case "jetgun_fling":
case "riotshield_fling":
case "thundergun_fling":
player_points = mod;
break;
case "hacker_transfer":
player_points = mod;
break;
case "reviver":
player_points = mod;
self.score += 10 * int(self.pers["level"]);
break;
case "vulture":
player_points = mod;
break;
case "build_wallbuy":
player_points = mod;
break;
default:
assert( 0, "Unknown point event" );
break;
}
player_points = multiplier * round_up_score( player_points, 5 );
team_points = multiplier * round_up_score( team_points, 5 );
if ( is_true( level.pers_upgrade_pistol_points ) )
player_points = self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_pistol_points_set_score( player_points, event, mod, damage_weapon );
self add_to_player_score( player_points );
self.pers["score"] = self.score;
if ( isdefined( level._game_module_point_adjustment ) )
level [[ level._game_module_point_adjustment ]]( self, zombie_team, player_points );
}