freezegun_death(player, amount, type, point) //time to die, bitch
{
{
self endon("death");
self endon("death"); //should keep this func from playing duplicate sounds, even though the zom will already be deleted (thus not able to play sounds for fx)
self freezegun_get_enemies_in_range(false, player, amount, point, type);
self freezegun_get_enemies_in_range(false, player, amount, point, type); //find the bitch's homies
self thread freezegun_slowdown(player, amount);
self thread freezegun_slowdown(player, amount); //slow down the nearby bitches so they be walkin
if(level.round_number >= 18)
{
if (!isdefined(self.freeze_upgraded)) // Non Upgraded
if(distance2d(zombies[i].origin, self.origin) > 175) //there is a flaw with within_fov where zombies who are in your face are excluded from the FOV. By exlcuding zombies that are close, this eliminates the bug
if(distance2d(zombies[i].origin, self.origin) > 175) //there is a flaw with within_fov where zombies who are in your face are excluded from the FOV. By exlcuding zombies that are close, this eliminates the bug
//zombies[i] thread maps\ugxm_boss::boss_handle_freezegun(); // do this before the check for inground/traversing because this should always damage the boss
self waittill( "damage", amount, attacker, direction_vec, spot, mod ); //if the zomb gets shot again while he's freezing/frozen, check the attacker, then prematurely shatter him
self waittill( "damage", amount, attacker, direction_vec, spot, mod ); //if the zomb gets shot again while he's freezing/frozen, check the attacker, then prematurely shatter him