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/////Army//Door//////From//Gamer9294//////
//////////////////////////////////////////
#include maps\_music;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;
main()
{
self.teddybear_num = 0;
thread secret_item();
thread secret_item2();
thread secret_item3();
}
//Secret_Teddybears
secret_item()
{
bear = getEnt("firedecal","targetname");
trig = getEnt("fire","targetname");
trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");
iPrintLnBold("You have found a fire chalk");
bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;
thread army_door();
}
secret_item2()
{
bear = getEnt("firedecal2","targetname");
trig = getEnt("fire2","targetname");
trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");
iPrintLnBold("You have found a fire chalk");
bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;
thread army_door();
}
secret_item3()
{
bear = getEnt("firedecal3","targetname");
trig = getEnt("fire3","targetname");
trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");
iPrintLnBold("You have found a fire chalk");
bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;
thread army_door();
}
army_door()
{
if(self.teddybear_num == 3)
{
door1 = getEnt("firedoor","targetname");
players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound("bridge_lower");
door1 movez(128, 4);
self.gate_is_moving = "true";
wait 1;
iPrintLnBold("Well Done, You have unlocked fire staff upgraded");
wait 3;
door1 delete();
}
}
thread Secret_trigger_1();
thread secret_trigger_2();
thread secret_trigger_3();
thread Secret_weapon();
//Secret_Easter_Egg
Secret_trigger_1()
{
trig1 = getEnt("staff_firedamage_trigger","targetname");
trig1 waittill("trigger", player );
trig1 delete();
trig1 SetCursorHint( "HINT_NOICON" );
self.secret_trigger_num = self.secret_trigger_num + 1;
thread secret_weapon();
}
secret_trigger_2()
{
trig2 = getEnt("staff_firedamage_trigger2","targetname");
trig2 waittill("trigger", player );
trig2 delete();
trig2 SetCursorHint( "HINT_NOICON" );
self.secret_trigger_num = self.secret_trigger_num + 1;
thread secret_weapon();
}
secret_trigger_3()
{
trig3 = getEnt("staff_firedamage_trigger3","targetname");
trig3 waittill("trigger", player );
trig3 delete();
trig3 SetCursorHint( "HINT_NOICON" );
self.secret_trigger_num = self.secret_trigger_num + 1;
thread secret_weapon();
}
secret_weapon()
{
door = getEnt("secret_weapon","targetname");
if(self.secret_trigger_num == 3)
{
self waittill("trigger", player);
player GiveWeapon("staff_fire_ult");
player SwitchToWeapon("staff_fire_ult");
}
}