1
0
mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-12 08:08:00 -05:00

Pack-a-Punch: remove random reticles

This commit is contained in:
Jbleezy
2024-04-04 21:52:24 -07:00
parent bb4d7799ab
commit 0a7039e75a
3 changed files with 32 additions and 2 deletions

View File

@ -271,7 +271,6 @@
## Weapons ## Weapons
* Switch to melee weapon by pressing the Previous Scorestreak button (same button as the Time Bomb and Maxis Drone) * Switch to melee weapon by pressing the Previous Scorestreak button (same button as the Time Bomb and Maxis Drone)
* Changed default upgraded weapon camo to dragon camo from Black Ops 2 Multiplayer
* Fixed world model position of certain melee weapons * Fixed world model position of certain melee weapons
* Grenades: improved projectile upward speed * Grenades: improved projectile upward speed
* Grenades: can no longer be thrown faster than intended by throwing a grenade right after throwing one * Grenades: can no longer be thrown faster than intended by throwing a grenade right after throwing one
@ -717,7 +716,9 @@
* Removed ability to see perks, wallbuys, and Mystery Box through walls * Removed ability to see perks, wallbuys, and Mystery Box through walls
## Pack-a-Punch ## Pack-a-Punch
* Attachments on upgraded weapons can no longer be changed * Changed default weapon camo to dragon camo from Black Ops 2 Multiplayer (modified to be darker on primary camo and not animated on secondary camo)
* Attachments on weapons can no longer be changed
* Reticles on optical attachments are no longer random
* Decreased weapon pickup time from 15 seconds to 12 seconds * Decreased weapon pickup time from 15 seconds to 12 seconds
* Added sound when attempting to purchase without enough points * Added sound when attempting to purchase without enough points

View File

@ -59,6 +59,7 @@ main()
replaceFunc(maps\mp\zombies\_zm_blockers::player_fails_blocker_repair_trigger_preamble, scripts\zm\replaced\_zm_blockers::player_fails_blocker_repair_trigger_preamble); replaceFunc(maps\mp\zombies\_zm_blockers::player_fails_blocker_repair_trigger_preamble, scripts\zm\replaced\_zm_blockers::player_fails_blocker_repair_trigger_preamble);
replaceFunc(maps\mp\zombies\_zm_weapons::init_weapon_upgrade, scripts\zm\replaced\_zm_weapons::init_weapon_upgrade); replaceFunc(maps\mp\zombies\_zm_weapons::init_weapon_upgrade, scripts\zm\replaced\_zm_weapons::init_weapon_upgrade);
replaceFunc(maps\mp\zombies\_zm_weapons::add_dynamic_wallbuy, scripts\zm\replaced\_zm_weapons::add_dynamic_wallbuy); replaceFunc(maps\mp\zombies\_zm_weapons::add_dynamic_wallbuy, scripts\zm\replaced\_zm_weapons::add_dynamic_wallbuy);
replaceFunc(maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options, scripts\zm\replaced\_zm_weapons::get_pack_a_punch_weapon_options);
replaceFunc(maps\mp\zombies\_zm_weapons::weapon_give, scripts\zm\replaced\_zm_weapons::weapon_give); replaceFunc(maps\mp\zombies\_zm_weapons::weapon_give, scripts\zm\replaced\_zm_weapons::weapon_give);
replaceFunc(maps\mp\zombies\_zm_weapons::ammo_give, scripts\zm\replaced\_zm_weapons::ammo_give); replaceFunc(maps\mp\zombies\_zm_weapons::ammo_give, scripts\zm\replaced\_zm_weapons::ammo_give);
replaceFunc(maps\mp\zombies\_zm_weapons::get_upgraded_ammo_cost, scripts\zm\replaced\_zm_weapons::get_upgraded_ammo_cost); replaceFunc(maps\mp\zombies\_zm_weapons::get_upgraded_ammo_cost, scripts\zm\replaced\_zm_weapons::get_upgraded_ammo_cost);

View File

@ -314,6 +314,34 @@ lethal_grenade_update_prompt(player)
return 1; return 1;
} }
get_pack_a_punch_weapon_options(weapon)
{
if (!isdefined(self.pack_a_punch_weapon_options))
self.pack_a_punch_weapon_options = [];
if (!is_weapon_upgraded(weapon))
return self calcweaponoptions(0, 0, 0, 0, 0);
if (isdefined(self.pack_a_punch_weapon_options[weapon]))
return self.pack_a_punch_weapon_options[weapon];
smiley_face_reticle_index = 1;
base = get_base_name(weapon);
camo_index = 39;
if ("zm_prison" == level.script)
camo_index = 40;
else if ("zm_tomb" == level.script)
camo_index = 45;
lens_index = 0;
reticle_index = 0;
reticle_color_index = 0;
self.pack_a_punch_weapon_options[weapon] = self calcweaponoptions(camo_index, lens_index, reticle_index, reticle_color_index);
return self.pack_a_punch_weapon_options[weapon];
}
weapon_give(weapon, is_upgrade, magic_box, nosound) weapon_give(weapon, is_upgrade, magic_box, nosound)
{ {
primaryweapons = self getweaponslistprimaries(); primaryweapons = self getweaponslistprimaries();