Completely custom perk script, including Black Ops 1 Perks, Black Ops 2 Perks and Pack a Punch

By : HarryBo21

v1.0
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* All Black Ops 2 perk machine and bottle models
* Proper model for Pack a Punch that actually lights up
* Uses custom hintstring system, that uses a hud element instead ( You can use this for other things to, if you look in harrybo21s_utilities.gsc, just use the "set_text" function from there )
* All perk bottles in one weaponfile
* All jingles, quotes, sound effects and stings from Black Ops 2 ( a few that dont exist came from Black Ops 1 )
* Proper working Solo Revive
* Solo Revive floats away after 3 uses
* Proper Mule kick, including remembering which gun is your third, and taking that on down
* Zombies do not crowd you when downed
* Supports turning power both on and off
* Supports buildable pap ( will wait till its built to activate )
* Slightly thinner laser for Deadshot Daiquiri
* Proper settings for Stamin-up
* Includes Quick Revive, Juggernog, Speed Cola, Doubletap, PHD Flopper, Deadshot Daiguiri, Stamin-up and Mule Kick
* Acts like Black Ops 2 in that, multiple people can buy it at once, you do not need to wait for the other players animation to finish

v1.0.1
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* Fixed bug with Pack a Punch sounds
* Fixed bug that would stop you from using anything again after first use
* Fixed numerous bugs with solo Revive
* Corrected fx on solo Revive to dissapear along with the machine
* Corrected bug with Mule Kick not taking any gun after being downed ( added the regular stock laststand.gsc to the download by mistake, whoops )

v1.0.2
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* Moved the FX to directly ontop of the machine and adjusted its angles to point the correct way
* Fixed another bug with the Pack a Punch sounds

v1.0.3
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* Fixed amount of uses you get from quick revive
* Fixed a bug where mulekick would change your current weapon even if you werent holding it as you went down
* Edited how the delay between actions works, shouldnt prevent you using things anymore
* Added the missing variables causing the infinate perks bug
* Fixed the stupid script mistake i made that caused the 5 uses crap
* Removed the model i left on the FX tag for testing
* Took knuckles sounds back off the bottle drinking anim
* Changed the call to the custom viewhands in "my" mod back to stock ones... whoops

v1.0.4
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* Added clips to the prefabs
* Added sounds and removed the clip when solo Revive vanishes. Should play a little fx too
* Fixed the delay

v1.0.5
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* Added instructions for adding your own custom perks
* Fixed various bugs
* Fixed bug where you could take someone elses weapon from Pack A Punch
* Renamed some functions that were refernces to my other work
* Fixed Mule Kick to be "true" Mule Kick as best as is possible in WaW ( Everyone elses is fine too, its the way WaW organises your inventory when you get another gun thats wrong )
* Added the missing steps for Mule Kick and Quick Revive that you need to add into _zombiemode.gsc and _zombiemode_weapons.gsc
* Fixed the give_gun function to account for grenades and giving correct grenade ammo if you already have them
* Fixed bugs with machines becoming unuseable
* Took out some iPrints i left in

v1.0.6
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* Added the missing function for Quick Revive
* Added the missing callbackglobal.gsc that was causing the PHD problems
* Added Double Tap 2.0 steps ( ConvictionNDR )
* Added functionality for zombies to target either Player spawn points, or Player respawn points while your down with Solo Quick Revive - as long as they are on the floor
* Added a inventory system to keep track of Mule Kick
* Added the missing _callback_global.gsc that was required for PHD to function

v1.0.7
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* Added support for multiple of each perk machine
* Removed Solo Revives 3 use remove and replace it with the ability to add limits to perks or machines
* Added ability to limit amount of times you can use any perk machine, then itll dissapear, any others of this machine would remain
* Added ability to limit amount of times a perk can be bought, once the perk has been bought from a machine x amount of types, all of that perks machines will disspear
* Restructured Solo Revive, Zombies will now run to your Player spawn points, or Respawn points, as long as they are on the floor. If they are not, the zombies will crowd you instead
* Added Black Ops 2 Origins Wonder Fizz machines
* Support for as many wonderfizz machines as you like ( Must have at least 2 )
* Wonderfizz machine cannot be bought if you have all possible perks possible from it
* Wonderfizz will move location, correct sounds will play
* Like on Black Ops 2, you can use this to get past the revive perk limit
* Reduced instructions to make things a little easier to install

v1.0.8
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* Fixed severel bugs with Der Wunderfizz
* Fixed several bugs with tombstone
* Added part of Vulture Aid, it will display the perk shaders but not the rest yet or the other functions
* Added new FX for Der Wunderfizz custom made by BluntStuffy
* Gave the script overall a once over, cleaning up loose ends
* Made Wunderfizz inactive if power is off

v1.0.9
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* Fixed multiple weapon glitch
* Adjusted Der Wunderfizz bottle angles so you can see it better
* Fixed Der Wunderfizz hintstrings
* Fixed Pack a Punch working when power is off
* Finished implementing Vulture Aid, added one more step to the instructions in zombiemode_spawner.gsc
* Fixed bug with Pack a Punch where you could retreive your weapon without being near the machine
* Fixed Der Wunderfizz dissapearing entirely when you get a teddy bottle
* Added all shaders and resources for Vulture Aid
* Fixed bug with Pack a Punch that stopped you doing anything if you hit x with a already upgraded gun
* Fixed multiple weapon glitch with Pack a Punch

v1.0.10
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* Made my own version of Electric Cherry so I could share it
* Added fx for Cherry made by StevieWonder87
* Added Wunderfizz anims and fx made by BluntStuffy
* Fixed Tombstone ( Hopefully )
* Fixed bug with Vulture Aid mist
* Fixed gun bug with Pack a Punch
* Adjusted height of Vulture Aid huds
* Ported better versions of Electric Cherry, Vulture Aid and Der Wunderfizz "on" models

v1.0.11
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* Fixed Tombstone
* Improved Electric Cherry Fx from StevieWonder87
* Improved the hud functionality on Vulture Aid
* Stopped Vulture Aid drops spawning outside playable areas
* Fixed Mule Kick gun not being taken on down
* Fixed Electric Cherry to also work on the dogs - although it cannot stun them yet

v1.0.12
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* Completely reported and correctly textured every model and texture used, and added a GDT to the download incase some one wanted to replace any
* Fixed and properly tested Tombstone with StevieWonder87
* Fixed and properly tested all aspects of Vulture Aid
* Stuffy fixed the looping problem with Der Wunderfizz and gave me the updated and improved Fx
* Pack a Punch is now in its own script
* Added the final attack you do with Electric Cherry when you get downed
* Added a cap on Electric Cherrys power if you reload less than a clip ( due to not having enough ammo to reload a clip )
* Fixed a bug with Electric Cherrys Fx
* Added a mist disperse for when the Vulture Aid green mist fades away
* Added the Vulture Aid sounds for the amoo, points and green mist drops
* Fixed a bug with co-op/solo only perks
* Made triggers useable by physically touching so prevent hintstrings throught walls etc
* Adjusted the clips on all of the prefabs
* Made a rudementary version of Solo Tombstone. Its disabled, but just change the init for it by removing "multi" from the end
* Hid Deadshot laser while drinking Perk Bottles
* Changed the deciding logic for Der Wunderfizz
* Added support to use just one Der Wunderfizz
* Added some of the checks back in for stopping certain things from happening, if certain conditions are met
* Changed the Pack a Punch into the normal model rather than the buildable. Thought that better incase your not using a buildable Pack a Punch
* Added support for using any model for Pack a Punch, and adjusting the height the model is spawned at for the weapon
* Added basic PHD Flopper Nuke. If you jump from a height, and are prone when you land, if the fall was of sufficiant height, you will explode
* Changed Solo Tombstone, now if you have that and go down with that and Quick Revive, you will revive with your entire previous stock minus Tombstone and Quick Revive
* Added small distance check back into the triggers as people said on touch wasnt very good
* Fixed bug with buying quick revive immediatly after being revived
* Fixed Double Tap 2.0, instructions have been updated to reflect this
* Replaced all the shaders with their official Black Ops 2 ones, and added a custom shader for Der Wunderfizz for Vulture Aid to display (IperBreach)
* Added the hitbox to Der Wunderfizz models
* Added a glowing hud effect to the Vulture Aid shader when you are in green mist
* Added a "phase in" and "phase out" effect to going in and out of green mist, so the change isnt instant when you step out
* Added the demonic laugh for when perks dissapear
* Fixed Stamin-Up hint
* Changed Der Wunderfizz to only display perks you are currently able to obtain from it. So excludes those that are either not in Der Wunderfizz or those you already have
* Fixed a bug that would mess you up if you interacted with just about anything during certain animations on your view model ( like changing gun for example )
* StevieWonder87 Fixed up Der Wunderfizz on textures
* Added all the fx to Der Wunderfizz, so thats the red/green lights, the 2 spotlights on the from, the glow for the ball, the lightning above and the fx when its in use ( Last 2 were made by BluntStuffy )
* Added the corrected anims for Der Wunderfizz ( From BluntStuffy )
* Changed the models during script to correct the problem with seeing Der Wunderfizz balls in the air when turned off and floating above during the animation for a moment
* Added support to only show the waypoints for certain points of interest if they are "currently on" or "occupied". So the icons wont come up if the Mystery Box or Der Wunderfizz is not at that location
* Added Der Wunderfizz sounds
* Fixed all players seeing the disperse effect on the vulture mist ( still not perfect )
* Removed the distance check from Vulture Aid as it was fairly pointless, they should be more visible at a distance if anything
* Made the Vulture Huds fade "out" when you are close and fade "in" when you are further away as it should be
* Added all the sounds for Vulture Aid, including the sounds for the yellow drops and for the green mist
* Fixed the hint on Der Wunderfizz to not display if you have all the perks you can get from it, you also cannot use it in this case
* Added in the proper 10% of a clip reward for Vulture Aid ammo
* Reduced the max Vulture Aid drops at a time per player to 10, however this can be adjusted at the top of the script
* Added support for the power ups being "on", so Double Points and Instakill for Electric Cherry and PHD Flopper and Insta-Kill for Electric Cherry and PHD Flopper
* Added the function for correcting the names Mule Kicks hud displays. Its pretty self explaintory how to add or change guns if you look at the function
* Added support at the top of the script to disable Mule Kick hud altogether
* Vulture Aid works on dogs, added support at the top of the script to disable this

v1.0.13
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* Added Black Ops 2 Drinking anims
* Added Black Ops 2 Knuckle Crack anims
* Made the dive a little better, still pretty crappy but slightly better
* Fixed a bug with the alpha of Vulture Aid waypoints
* Added a random chance to if Electric Cherry can stun or not, to stop infinate spamming if your cornered by 2 or less. This can be changed at the top of the script
* Added endon disconnects to kill threads if someone drops out, prob still have the odd left over fx and stuff
* Fixed bug with Vulture Aid Drops that meant they would not vanish on down
* Fixed bug with Vulture Aid mist that gave you permenant "vulture mist" effect if you stayed on it til it dispersed
* Added a move check to everything, if you moving, you cant use it
* Fixed a bug with Electric Cherrys last stand function

v1.0.14
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* Fixed Tombstone ( yet again... ), by rewriting it this time
* Removed D2P, among other things was causing game crashes
* Fixed bug with Der Wunderfizz that made the ball glow fx go away while in use
* Fixed bug with not losing your Mule Kick gun in co-op
* Hopefully for the last time.... just to save my sanity... fixed... fucking.... Tombstone...
* Found out this script messes up Bowie Knife because "I" set user.is_drinking to 0, but Treyarchs script is asking for "undefined", a simple change to fix it
* Fixed a bug with Vulture Aid to do with the drops and you "losting" Vulture Aid
* Fixed a bug to do with my inventory system that used to keep track of what gun is in what slot ( To counter the fact they are stored out of order in WaW )
* Used Dvars to correct incorrect positioningof Black Ops 2 drinking animation
* Added all the assets to a a .ff file and .iwd file, just drag and drop into the mod now.

V2.0
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* Corrected all files, prefabs, and edited script to swap models for the FF version

V2.0.1
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* Tombstone... one more time... had to fix a bug with its solo functionality
* Added a new Dolphin dive and PHD, mostly made by BluntStuffy
* Added a alternate version of Vulture Aids way point system that shows them one at a time, you can customize how long they fade in for
* Added nearly every Dvar used ( like rate of fire for double tap ) and made them adjustable at the top of the perk script
* Added new Vulture Aid mist fx, looks much better and disperses properly
* Fixed G-Spawn you could get from being in the mist
* Basically in this version I just gave it a total overhaul, and made as much adjustable by changing simple variables at the very top as I could eg - you can now choose how many slots mule kick allows

V2.0.2
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* Tombstone....
* Rescripted Vulture Aid, now uses correct spawn logic for drops and improved the hud a little
* Fixed a few texture mistakes
* Recoded whole system to use triggers and normal hinstrings
* Redid all the prefabs to stop the sticky zombie bug

V2.0.3
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* Fixed Pack a Punch prefab
* Fixed hintstrings on Der Wunderfizz and Pack a Punch
* Fixed freeze bug related to perk jingles
* Corrected pre-edited scripts and instructions

V2.0.4
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* Fixed a whole hoard of co-op bugs... yes including Tombstone Soda again too...
* Fixed and tweaked Vulure Aid by grabbing a bunch of it directly from the Black Ops 2 gsc
* Changed _patch to localized_mapname, I have concerns my scripts being loaded in the patch was causing some errors with the dogs

V3.0.0
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* Added Whos Who
* Redid Tombstone and Quick Revive
* Changed solo Tombstone so it instant respawns you "and" drops a tombstone
* Fixed Mule kick bugs
* Changed Mule kick to just make the shader glow when you obtain a additional gun
* Will also glow when you change weapon to a mule kick weapon
* Fixed perk shader destroy bug
* Updated some models
* Made instructions a little easier
* Added Fx based Vulture Aid
* Added Mustang & Sally for Solo Revive
* Added combinations for Revive / Tombstone / Whos who
  * Quick Revive and Whos who works like it should
  * Quick Revive and Tombstone on solo, Tombstone will take prominance, collecting the tombstone will return Quick Revive
  * Solo Tombstone will drop oyur tombstone like normal then instant respawn you
  * If you go down with Whos who and tombstone, you keep tombstone in whos who, if you go down as the double ganger, you drop your tombstone and respawn back out of whos who.
	* You will not get your points back if you get the tombstone
	* If you revive or solo revive, you kepp Tomstone too
* Added Origins Pap

V3.0.1
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* Fixed Mule kick hud effect
* Fixed Whos who vision not loading
* Fixed the wunderfizz not deactivating properly
* Fixed the Power switch not animating after first use
* Fixed Jingles not stopping ( sort of lol )
* Added prefabs for origins pap, whos who respawn points and distraction points
* Fixed instructions
* Added step everyone seems to miss - Zones MUST have "script_noteworthy" - "player_zone" - for script active zone checks to work...
* Removed debug calls ( Gave you 500,000 and a thundergun lol )
* Found and removed iPrints that were triggered with deadshot
* Added my map prefab for people to try
* Added as many guns back in the 400fx fix that i could
* Fixed wrong vulture hud showing over revive
* Was using my KVPs in vulture aids checks, changed back to stock, to fix wall weapons and box huds not showing
* Included a tutorial map, because of this is moved the prefabs to a different file path, make sure you dont use the old ones

V3.0.2
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* Fixed a bug with pulling out wrong last stand gun
* Fixed bug with game ending if one player is downed in co-op
* Fixed bug with Whos Who not taking your perks when you go down
* Fixed bug with Whos Who returning Whos Who upon revive
* Buying Whos Who while in whos who will now take you back out of Whos Who
* Fixed bugs with the end game hand viewarms
* Fixed bug with becoming the clone in Whos Who messing your inventory up
* Fixed a bug with enabling/disabling move states
* Various other bug fixes

V3.0.3
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* Fixed bug with Vulture Aid huds not resetting
* Fixed bug with green mist
* Removed more debug stuff
* Fixed infinite loop in Whos Who when letting clone bleedout

V3.0.4
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* Fixed bug with Vulture Aid huds not resetting properly
* Practically rewrite last stand to fix all sorts of problems with tombstone, whos who and solo revive
* Fixed bugs with the mule kick hud effect
* Fixed game ending in co-op when one person died
* Fixed state not correcting
* Fixed tombstones suicide to cause instant death now
* No longer need to make any changes to zombiemode.gsc
* Added FFs that dont have the quotes as well, for those hitting sound/mem limit
* Fixed a bunch of material/model problems in the FFs

V3.0.5
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* Redid the way power works to support turbine or induvidual power sources
* Added a new power switch prefab - you need to use this instead of the default one
* Added Tranzit Power Swtich models
* Changed a function in my utility scriipt that may have been causing GSpawn
* Fixed bugs related to respawning or restarting
* Fixed some bugs with pap sounds
* Fixed another texture problem with Tranzit Pack a Punch
* Moved Wunderfizz and Pack A Punch on to new power method
* New Vulture Green mist FX
* Added option to set your vision file
* Edited all the Vulture Hud FX a little

V3.0.6
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* Some general big fixes
* Fixed Pap sounds
* Fixed all pap models and textures, and added prefabs. So can now have default, Tranzit, MOTD or Origins
* Added support for multiple power switches ( like in Shangri La )
* Added Moon Style "swapping" perks. Can be more than two, if you go near one, they will spawn again like in moon, but will only do this once a round
* Added random spawning perks from Shi No Numa. A random perk that isnt in the map will spawn. If all perks "are in the map" somewhere, a duplicate of a random one will spawn ( so you will get two of one basically )
* Added support for a secondary power source for perks. As a example i just used another switch. This source, and power - if power is in use - need to be on to activate a machine ( you could make the origins generators from this )
* Added all prefabs and made sure they are set up right
* Added my GDT so you can see material names etc
* Finished Mustang Sally, now has the second muzzle flash, fires two projectiles, with two explosions and sounds

V3.0.7
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* Fixed bug with vulture huds not swapping with the swapping machines
* Fixed several bugs with Der Wunderfizz hinstrings
* Fixed bugs with Der Wunderfizz not swapping model to show the ball at the right time
* Fixed issue with last stand vision sometimes getting stuck set
* Added support for bonfire sale
* Added variables to completely disable particular perks, no longer need to comment stuff
* Rearranged script into a slightly better format
* Fixed some minor bugs
* Added function to check if a perk is actually loaded into the game
* Corrected the sounds for the random perk machines
* Added a variable to toggle my dive to prone on / off