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level thread init_fireaxe_upgrade();
level thread fireaxe();
fireaxe(){
flag_wait( "all_players_connected" );
trig_axe = GetEnt( "trig_axe", "targetname" );
glass_1 = GetEnt( "nobroken", "targetname" );
glass_2 = GetEnt( "broken", "targetname" );
fireaxe = GetEnt( "fireaxe", "targetname" );
fireaxe show();
glass_2 hide();
trig_axe SetCursorHint( "HINT_NOICON" );
trig_axe UseTriggerRequireLookAt();
trig_axe SetHintString( "Press &&1 To Take" );
while(1)
{
trig_axe waittill( "trigger", player );
glass_1 hide();
play_sound_on_ent("bullet_ap_glass");
glass_2 show();
player_has_weapon = false;
weapons = player GetWeaponsList();
if( IsDefined( weapons ) )
{
for( i = 0; i < weapons.size; i++ )
{
if( weapons[i] == self.zombie_weapon_upgrade )
{
player_has_weapon = true;
}
}
}
if( !player_has_weapon )
{
player maps\_zombiemode_weapons::weapon_give( self.zombie_weapon_upgrade );
}
player iprintlnbold( "weapon taked" );
fireaxe hide();
trig_axe delete();
}
}
init_fireaxe_upgrade()
{
trig_axe_spawns = ;
trig_axe_spawns = GetEntArray( "trig_axe", "targetname" );
for( i = 0; i < trig_axe_spawns.size; i++ )
{
trig_axe_spawns[i] UseTriggerRequireLookAt();
trig_axe_spawns[i] thread maps\_zombiemode_weapons::weapon_spawn_think();
}
}