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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-09 23:02:53 -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:
@ -575,8 +575,15 @@
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* Added model from Black Ops 2 Multiplayer
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* Added model from Black Ops 2 Multiplayer
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#### One Inch Punch
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#### One Inch Punch
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* Deals same damage at any range
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* Decreased range by 4% (exactly 50% more range than normal melee)
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* Upgraded: elemental punch changes based on which staff the player currently has
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* Upgraded: elemental punch changes based on which staff the player currently has
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* Upgraded: uses melee lunge anim as normal melee anim
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* Upgraded: uses melee lunge anim as normal melee anim
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* Wind: knocks down zombies that are damaged
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* Wind: no longer increases range
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* Fixed occasionally not killing zombies that were in range
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* Fixed players gaining damage score multiple times
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* Fixed zombies not being flung when Insta Kill powerup is active
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* Fixed an issue where a player's melee weapon wouldn't reset if the player bled out in the Giant Robots
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* Fixed an issue where a player's melee weapon wouldn't reset if the player bled out in the Giant Robots
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#### Frag Grenade
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#### Frag Grenade
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@ -1396,6 +1396,11 @@ actor_damage_override(inflictor, attacker, damage, flags, meansofdeath, weapon,
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return 0;
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return 0;
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}
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}
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if (issubstr(weapon, "one_inch_punch") && damage <= 5)
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{
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return 0;
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}
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if (!isDefined(self) || !isDefined(attacker))
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if (!isDefined(self) || !isDefined(attacker))
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{
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{
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return damage;
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return damage;
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@ -93,29 +93,24 @@ monitor_melee_swipe()
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continue;
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continue;
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}
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}
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range_mod = 1;
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range_mod = 1.5;
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self setclientfield("oneinchpunch_impact", 1);
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self setclientfield("oneinchpunch_impact", 1);
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wait_network_frame();
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wait_network_frame();
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self setclientfield("oneinchpunch_impact", 0);
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self setclientfield("oneinchpunch_impact", 0);
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v_punch_effect_fwd = anglestoforward(self getplayerangles());
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v_punch_effect_fwd = anglestoforward(self getplayerangles());
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v_punch_yaw = get2dyaw((0, 0, 0), v_punch_effect_fwd);
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v_punch_yaw = get2dyaw((0, 0, 0), v_punch_effect_fwd);
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if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded && isdefined(self.str_punch_element) && self.str_punch_element == "air")
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range_dist = getDvarInt("player_meleeRange") * range_mod;
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range_mod *= 2;
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a_zombies = getaispeciesarray(level.zombie_team, "all");
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a_zombies = getaispeciesarray(level.zombie_team, "all");
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a_zombies = get_array_of_closest(self.origin, a_zombies, undefined, undefined, 100);
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a_zombies = get_array_of_closest(self.origin, a_zombies, undefined, undefined, range_dist);
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foreach (zombie in a_zombies)
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foreach (zombie in a_zombies)
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{
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{
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if (self is_player_facing(zombie, v_punch_yaw) && distancesquared(self.origin, zombie.origin) <= 4096 * range_mod)
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if (self is_player_facing(zombie, v_punch_yaw))
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{
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{
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self thread zombie_punch_damage(zombie, 1);
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self thread zombie_punch_damage(zombie, 1);
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continue;
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continue;
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}
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}
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if (self is_player_facing(zombie, v_punch_yaw))
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self thread zombie_punch_damage(zombie, 0.5);
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}
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}
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while (self ismeleeing())
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while (self ismeleeing())
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@ -123,4 +118,116 @@ monitor_melee_swipe()
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wait 0.05;
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wait 0.05;
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}
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}
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}
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zombie_punch_damage(ai_zombie, n_mod)
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{
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self endon("disconnect");
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ai_zombie.punch_handle_pain_notetracks = ::handle_punch_pain_notetracks;
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if (isdefined(n_mod))
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{
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if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded)
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n_base_damage = 11275;
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else
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n_base_damage = 2250;
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n_damage = int(n_base_damage * n_mod);
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if (self maps\mp\zombies\_zm_powerups::is_insta_kill_active())
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{
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if (n_damage < ai_zombie.health)
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{
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n_damage = ai_zombie.health;
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}
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}
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if (!(isdefined(ai_zombie.is_mechz) && ai_zombie.is_mechz))
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{
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if (n_damage >= ai_zombie.health)
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{
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self thread zombie_punch_death(ai_zombie);
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self do_player_general_vox("kill", "one_inch_punch");
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if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded && isdefined(self.str_punch_element))
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{
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switch (self.str_punch_element)
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{
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case "fire":
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ai_zombie thread maps\mp\zombies\_zm_weap_staff_fire::flame_damage_fx(self.current_melee_weapon, self, n_mod);
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break;
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case "ice":
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ai_zombie thread maps\mp\zombies\_zm_weap_staff_water::ice_affect_zombie(self.current_melee_weapon, self, 0, n_mod);
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break;
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case "lightning":
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if (isdefined(ai_zombie.is_mechz) && ai_zombie.is_mechz)
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return;
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if (isdefined(ai_zombie.is_electrocuted) && ai_zombie.is_electrocuted)
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return;
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tag = "J_SpineUpper";
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network_safe_play_fx_on_tag("lightning_impact", 2, level._effect["lightning_impact"], ai_zombie, tag);
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ai_zombie thread maps\mp\zombies\_zm_audio::do_zombies_playvocals("electrocute", ai_zombie.animname);
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break;
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}
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}
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}
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else
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{
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if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded && isdefined(self.str_punch_element))
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{
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switch (self.str_punch_element)
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{
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case "fire":
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ai_zombie thread maps\mp\zombies\_zm_weap_staff_fire::flame_damage_fx(self.current_melee_weapon, self, n_mod);
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break;
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case "ice":
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ai_zombie thread maps\mp\zombies\_zm_weap_staff_water::ice_affect_zombie(self.current_melee_weapon, self, 0, n_mod);
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break;
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case "lightning":
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ai_zombie thread maps\mp\zombies\_zm_weap_staff_lightning::stun_zombie();
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break;
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case "air":
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ai_zombie thread air_knockdown_zombie(self);
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break;
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}
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}
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}
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}
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ai_zombie dodamage(n_damage, ai_zombie.origin, self, self, 0, "MOD_MELEE", 0, self.current_melee_weapon);
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}
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}
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air_knockdown_zombie(player)
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{
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self endon("death");
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player endon("disconnect");
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waittillframeend;
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self.v_punched_from = player.origin;
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self animcustom(maps\mp\zombies\_zm_weap_one_inch_punch::knockdown_zombie_animate);
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}
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is_player_facing(zombie, v_punch_yaw)
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{
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v_player_to_zombie_yaw = get2dyaw(self.origin, zombie.origin);
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yaw_diff = v_player_to_zombie_yaw - v_punch_yaw;
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if (yaw_diff < 0)
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yaw_diff = yaw_diff * -1;
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yaw_amount = 35;
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if (yaw_diff < yaw_amount || yaw_diff > (360 - yaw_amount))
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return true;
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else
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return false;
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}
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}
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