/*

World at War

*/

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Nacht

had nothing.

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Asylum

So originally Asylum was supposed to have two things.

1) Hellhounds

- Unknown why they were disabled, probably because the map was too small for it.

2) A purchasable "Turret" (look at Theater for this aka Kino)

- Purchase from a fountain top

- cost is unknown probably can disable it and find it's location

- its entities/structs still exist so it's possible to get this thing working

Look into it later.

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Sumpf

1) Three unused traps

- Electric (fence?)

- Propeller (probably moved to flogger)

- Not flogger, would spawn a blade that rotated fast which would "slice" up anything near position

- Barrel (no idea)

- Barrel -> would turn down -> pour out some gas -> light it up bruh (liquid fire?) (would set fire to both player and AI) image of texture http://i.imgur.com/vf2L6OT.png

E, P were renamed to different scripts and their scripts differ too.

2) Unused ammo box function

- Gives max ammo for all weapons and sets score to 0.

3) Unused code for a "bridge riser" (blockers means barriers, risers means spawners so confusing on what it means)

4) Bunch of unused ambient sounds

5) Unused log trap sounds (propeller?)

6) You were supposed to be able to open a bridge which would allow you to access other parts of the map but was cut. No info on why.

7) Weapon spawns on walls were supposed to be randomized for some buildings (this was dependent on the perk room code can be found in nazi_zombie_sumpf_perks and & nazi_zombie_sumpf_magic_box)

8) Unused sound "elec_room_sweets" (alias)

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Factory

1) Power was actually split into different places

2) "FieldOp" has been unheard of? (vox_fieldop only works on player 0 & 2 aka tank and takeo! lol)

3) Richtofen has 3 specific sounds but they're reused.

4) Lots of temp VO's still exist

5) 3 deprecated parts of the map (their zones might still exist?, or it might be an example based on func comments, unlikely since "enter_wnuen_loading_dock" sounds real (wnuen is part of the map))

6) Time & Date are unknown, so maybe time is actually frozen check clock tower!

7) Disabled gas trap

8) targetname -> trig_ee -> moves something down when activated, array threaded from start of level script (extra_events)

9) _zombiemode_perks and other gsc's have code for 3 unreleased maps that (2) were released in bo1: paris, theater, and coast.

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/*

Black Ops 1

*/

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GENERIC

Okay so first things first Black Ops 1 HAS A CRAP LOAD of unused code. I'll try and show that more tomorrow unless I decide to show now.

Anyway there's a few things that might be going to BO3 ZM already not entirely sure though but we'll see.

1) Deprecated "_zombiemode_protips"

2) Unused "deathcard" system -> was actually changed to the tombstone perk in bo2

3) Unused "abilities" system

4) AI Type "boss" might be engineer or george

5) Unused weapon "chainsaw"

6) Unused "challenges" system

7) Unused "ranking" system

8) Unused "money drop" system (players were able to drop cash and pick it up)

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Theater

1) Engineer (the one in DOA) was supposed to be in Theater.

2) Nova's were supposed to be on start.

3) Quad's had a weird starting function begin_quad_introduction (so it was supposed to override zombie rounds w/ quad roudns for one entire round then switch back to normal)

4) There was also supposed to be "Quad" rounds.

5) ... an ee connects this an ascension together with the rocket ship actually being able to move.... you have to touch a trigger that's literally in the ceiling.

and be jumping WHILE holding it so it's hard to actually get it.