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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-07 21:59:49 -05:00

One Inch Punch: deal same damage at any range

One Inch Punch (air): knock down zombies
One Inch Punch: fix multiple issues
This commit is contained in:
Jbleezy 2024-02-15 15:40:32 -08:00
parent ecf52a5f60
commit 4113cb19b2
3 changed files with 128 additions and 9 deletions

View File

@ -575,8 +575,15 @@
* Added model from Black Ops 2 Multiplayer
#### One Inch Punch
* Deals same damage at any range
* Decreased range by 4% (exactly 50% more range than normal melee)
* Upgraded: elemental punch changes based on which staff the player currently has
* Upgraded: uses melee lunge anim as normal melee anim
* Wind: knocks down zombies that are damaged
* Wind: no longer increases range
* Fixed occasionally not killing zombies that were in range
* Fixed players gaining damage score multiple times
* Fixed zombies not being flung when Insta Kill powerup is active
* Fixed an issue where a player's melee weapon wouldn't reset if the player bled out in the Giant Robots
#### Frag Grenade

View File

@ -1396,6 +1396,11 @@ actor_damage_override(inflictor, attacker, damage, flags, meansofdeath, weapon,
return 0;
}
if (issubstr(weapon, "one_inch_punch") && damage <= 5)
{
return 0;
}
if (!isDefined(self) || !isDefined(attacker))
{
return damage;

View File

@ -93,29 +93,24 @@ monitor_melee_swipe()
continue;
}
range_mod = 1;
range_mod = 1.5;
self setclientfield("oneinchpunch_impact", 1);
wait_network_frame();
self setclientfield("oneinchpunch_impact", 0);
v_punch_effect_fwd = anglestoforward(self getplayerangles());
v_punch_yaw = get2dyaw((0, 0, 0), v_punch_effect_fwd);
if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded && isdefined(self.str_punch_element) && self.str_punch_element == "air")
range_mod *= 2;
range_dist = getDvarInt("player_meleeRange") * range_mod;
a_zombies = getaispeciesarray(level.zombie_team, "all");
a_zombies = get_array_of_closest(self.origin, a_zombies, undefined, undefined, 100);
a_zombies = get_array_of_closest(self.origin, a_zombies, undefined, undefined, range_dist);
foreach (zombie in a_zombies)
{
if (self is_player_facing(zombie, v_punch_yaw) && distancesquared(self.origin, zombie.origin) <= 4096 * range_mod)
if (self is_player_facing(zombie, v_punch_yaw))
{
self thread zombie_punch_damage(zombie, 1);
continue;
}
if (self is_player_facing(zombie, v_punch_yaw))
self thread zombie_punch_damage(zombie, 0.5);
}
while (self ismeleeing())
@ -123,4 +118,116 @@ monitor_melee_swipe()
wait 0.05;
}
}
zombie_punch_damage(ai_zombie, n_mod)
{
self endon("disconnect");
ai_zombie.punch_handle_pain_notetracks = ::handle_punch_pain_notetracks;
if (isdefined(n_mod))
{
if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded)
n_base_damage = 11275;
else
n_base_damage = 2250;
n_damage = int(n_base_damage * n_mod);
if (self maps\mp\zombies\_zm_powerups::is_insta_kill_active())
{
if (n_damage < ai_zombie.health)
{
n_damage = ai_zombie.health;
}
}
if (!(isdefined(ai_zombie.is_mechz) && ai_zombie.is_mechz))
{
if (n_damage >= ai_zombie.health)
{
self thread zombie_punch_death(ai_zombie);
self do_player_general_vox("kill", "one_inch_punch");
if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded && isdefined(self.str_punch_element))
{
switch (self.str_punch_element)
{
case "fire":
ai_zombie thread maps\mp\zombies\_zm_weap_staff_fire::flame_damage_fx(self.current_melee_weapon, self, n_mod);
break;
case "ice":
ai_zombie thread maps\mp\zombies\_zm_weap_staff_water::ice_affect_zombie(self.current_melee_weapon, self, 0, n_mod);
break;
case "lightning":
if (isdefined(ai_zombie.is_mechz) && ai_zombie.is_mechz)
return;
if (isdefined(ai_zombie.is_electrocuted) && ai_zombie.is_electrocuted)
return;
tag = "J_SpineUpper";
network_safe_play_fx_on_tag("lightning_impact", 2, level._effect["lightning_impact"], ai_zombie, tag);
ai_zombie thread maps\mp\zombies\_zm_audio::do_zombies_playvocals("electrocute", ai_zombie.animname);
break;
}
}
}
else
{
if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded && isdefined(self.str_punch_element))
{
switch (self.str_punch_element)
{
case "fire":
ai_zombie thread maps\mp\zombies\_zm_weap_staff_fire::flame_damage_fx(self.current_melee_weapon, self, n_mod);
break;
case "ice":
ai_zombie thread maps\mp\zombies\_zm_weap_staff_water::ice_affect_zombie(self.current_melee_weapon, self, 0, n_mod);
break;
case "lightning":
ai_zombie thread maps\mp\zombies\_zm_weap_staff_lightning::stun_zombie();
break;
case "air":
ai_zombie thread air_knockdown_zombie(self);
break;
}
}
}
}
ai_zombie dodamage(n_damage, ai_zombie.origin, self, self, 0, "MOD_MELEE", 0, self.current_melee_weapon);
}
}
air_knockdown_zombie(player)
{
self endon("death");
player endon("disconnect");
waittillframeend;
self.v_punched_from = player.origin;
self animcustom(maps\mp\zombies\_zm_weap_one_inch_punch::knockdown_zombie_animate);
}
is_player_facing(zombie, v_punch_yaw)
{
v_player_to_zombie_yaw = get2dyaw(self.origin, zombie.origin);
yaw_diff = v_player_to_zombie_yaw - v_punch_yaw;
if (yaw_diff < 0)
yaw_diff = yaw_diff * -1;
yaw_amount = 35;
if (yaw_diff < yaw_amount || yaw_diff > (360 - yaw_amount))
return true;
else
return false;
}