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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-16 10:08:02 -05:00

Die Rise: allow using PaP while elevator is moving

This commit is contained in:
Jbleezy
2023-04-22 00:52:29 -07:00
parent a7c1b95165
commit 13bb897daa
3 changed files with 43 additions and 3 deletions

View File

@ -235,9 +235,6 @@ vending_weapon_upgrade()
continue;
}
if ( isdefined( level.pap_moving ) && level.pap_moving )
continue;
if ( player isswitchingweapons() )
{
wait 0.1;

View File

@ -67,6 +67,48 @@ main()
level thread maps\mp\zm_highrise_elevators::shouldsuppressgibs();
}
highrise_pap_move_in( trigger, origin_offset, angles_offset )
{
level endon( "Pack_A_Punch_off" );
trigger endon( "pap_player_disconnected" );
pap_machine = trigger.perk_machine;
worldgun = trigger.worldgun;
worldgundw = trigger.worldgun.worldgundw;
offset = origin_offset[2];
trigger.worldgun rotateto( self.angles + angles_offset + vectorscale( ( 0, 1, 0 ), 90.0 ), 0.35, 0, 0 );
offsetdw = vectorscale( ( 1, 1, 1 ), 3.0 );
if ( isdefined( trigger.worldgun.worldgundw ) )
worldgundw rotateto( self.angles + angles_offset + vectorscale( ( 0, 1, 0 ), 90.0 ), 0.35, 0, 0 );
elapsed_time_counter = 0;
while ( isdefined( worldgun ) && elapsed_time_counter < 0.5 )
{
worldgun.origin = ( worldgun.origin[0], worldgun.origin[1], pap_machine.origin[2] + offset );
if ( isdefined( worldgundw ) )
worldgundw.origin = ( worldgundw.origin[0], worldgundw.origin[1], pap_machine.origin[2] + offset + offsetdw[2] );
elapsed_time_counter += 0.05;
wait 0.05;
}
move_vec = ( self.origin + origin_offset - worldgun.origin ) * 0.05 / 0.5;
elapsed_time_counter = 0;
while ( isdefined( worldgun ) && elapsed_time_counter < 0.5 )
{
worldgun.origin = ( worldgun.origin[0] + move_vec[0], worldgun.origin[1] + move_vec[1], pap_machine.origin[2] + offset );
if ( isdefined( worldgundw ) )
worldgundw.origin = ( worldgundw.origin[0] + move_vec[0], worldgundw.origin[1] + move_vec[1], pap_machine.origin[2] + offset + offsetdw[2] );
elapsed_time_counter += 0.05;
wait 0.05;
}
}
squashed_death_init( kill_if_falling )
{
while ( true )