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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-07-10 05:48:31 -05:00
Never set level.is_forever_solo_game
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@ -198,4 +198,84 @@ mechz_damage_override( inflictor, attacker, damage, flags, meansofdeath, weapon,
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}
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return final_damage;
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}
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mechz_round_tracker()
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{
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maps\mp\zombies\_zm_ai_mechz_ffotd::mechz_round_tracker_start();
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level.num_mechz_spawned = 0;
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old_spawn_func = level.round_spawn_func;
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old_wait_func = level.round_wait_func;
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while ( !isdefined( level.zombie_mechz_locations ) )
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wait 0.05;
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flag_wait( "activate_zone_nml" );
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mech_start_round_num = 8;
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if ( isdefined( level.is_forever_solo_game ) && level.is_forever_solo_game )
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mech_start_round_num = 8;
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while ( level.round_number < mech_start_round_num )
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level waittill( "between_round_over" );
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level.next_mechz_round = level.round_number;
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level thread debug_print_mechz_round();
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while ( true )
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{
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maps\mp\zombies\_zm_ai_mechz_ffotd::mechz_round_tracker_loop_start();
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if ( level.num_mechz_spawned > 0 )
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level.mechz_should_drop_powerup = 1;
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if ( level.next_mechz_round <= level.round_number )
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{
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a_zombies = getaispeciesarray( level.zombie_team, "all" );
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foreach ( zombie in a_zombies )
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{
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if ( isdefined( zombie.is_mechz ) && zombie.is_mechz && isalive( zombie ) )
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{
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level.next_mechz_round++;
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break;
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}
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}
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}
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if ( level.mechz_left_to_spawn == 0 && level.next_mechz_round <= level.round_number )
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{
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mechz_health_increases();
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if ( get_players().size == 1 )
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level.mechz_zombie_per_round = 1;
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else if ( level.mechz_round_count < 2 )
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level.mechz_zombie_per_round = 1;
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else if ( level.mechz_round_count < 5 )
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level.mechz_zombie_per_round = 2;
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else
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level.mechz_zombie_per_round = 3;
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level.mechz_left_to_spawn = level.mechz_zombie_per_round;
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mechz_spawning = level.mechz_left_to_spawn;
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wait( randomfloatrange( 10.0, 15.0 ) );
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level notify( "spawn_mechz" );
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if ( isdefined( level.is_forever_solo_game ) && level.is_forever_solo_game )
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n_round_gap = randomintrange( level.mechz_min_round_fq_solo, level.mechz_max_round_fq_solo );
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else
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n_round_gap = randomintrange( level.mechz_min_round_fq, level.mechz_max_round_fq );
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level.next_mechz_round = level.round_number + n_round_gap;
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level.mechz_round_count++;
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level thread debug_print_mechz_round();
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level.num_mechz_spawned += mechz_spawning;
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}
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maps\mp\zombies\_zm_ai_mechz_ffotd::mechz_round_tracker_loop_end();
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level waittill( "between_round_over" );
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mechz_clear_spawns();
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}
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}
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@ -115,4 +115,9 @@ blundergat_change_hintstring( hint_string, hint_string_cost )
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{
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self sethintstring( hint_string );
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}
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}
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check_solo_status()
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{
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level.is_forever_solo_game = 0;
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}
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@ -124,4 +124,9 @@ get_punch_element_from_index(ind)
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}
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return "upgraded";
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}
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check_solo_status()
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{
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level.is_forever_solo_game = 0;
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}
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