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Die Rise: fix Who's Who vision filter showing momentarily when the game ended
README: update Die Rise zone names
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README.md
15
README.md
@ -783,16 +783,17 @@
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* Moved weapon locker to the downstairs fridge
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* Quick Revive elevator randomizes with Speed Cola and Who's Who elevators
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* Pack-a-Punch can be used while elevator is moving
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* Doors that open the same zone in the Lower Blue Highrise area open together
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* Doors that open the same zone in the Blue Highrise area open together
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* Zombies killed by an elevator no longer respawn
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* Zombies are no longer killed while spawning in a stationary elevator
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* Zombies no longer spawn in the Upper Blue Highrise area when in the Green Highrise area
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* Zombies no longer spawn across from the debris in the Lower Orange Highrise area when the debris is closed
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* Zombies no longer fall off the map traversing down to the Green Highrise Level 1 area
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* Leapers no longer fall off the map traversing up to the Escape Pod Shaft area
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* Zombies no longer spawn in the Blue Rooftop area when in the Green Rooftop area
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* Zombies no longer spawn across from the debris in the Orange Highrise area when the debris is closed
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* Zombies no longer fall off the map traversing down to the Green Rooftop Level 1A zone
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* Leapers no longer fall off the map traversing up to the Escape Pod Shaft zone
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* Fixed weapon model angle on upside down Mystery Box
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* Fixed zombies spawning in the elevator below the starting room when in the starting room
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* Fixed zombies not bleeding out in the Green Highrise Level 1b zone when the debris is closed and there are no players in the zone
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* Fixed zombies spawning in the elevator below the Green Rooftop Level 3B zone when in the Green Rooftop Level 3B zone
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* Fixed zombies not bleeding out in the Green Rooftop Level 1B zone when the debris is closed and there are no players in the zone
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* Fixed Who's Who vision filter showing momentarily when the game ended
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* Quest: elevator symbols can be activated without players on every symbol
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* Quest: elevator symbols stay active after activating once
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* Quest: floor symbols can be activated in any order
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@ -439,4 +439,9 @@ escape_pod_get_all_alive_players_inside()
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}
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return players_in_escape_pod;
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}
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turn_off_whoswho()
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{
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self setclientfieldtoplayer("clientfield_whos_who_filter", 0);
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}
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@ -15,6 +15,7 @@ main()
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replaceFunc(maps\mp\zm_highrise_gamemodes::init, scripts\zm\replaced\zm_highrise_gamemodes::init);
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replaceFunc(maps\mp\zm_highrise_buildables::init_buildables, scripts\zm\replaced\zm_highrise_buildables::init_buildables);
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replaceFunc(maps\mp\zm_highrise_buildables::include_buildables, scripts\zm\replaced\zm_highrise_buildables::include_buildables);
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replaceFunc(maps\mp\zm_highrise_classic::turn_off_whoswho, scripts\zm\replaced\zm_highrise_classic::turn_off_whoswho);
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replaceFunc(maps\mp\zm_highrise_elevators::init_elevator_perks, scripts\zm\replaced\zm_highrise_elevators::init_elevator_perks);
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replaceFunc(maps\mp\zm_highrise_elevators::elevator_think, scripts\zm\replaced\zm_highrise_elevators::elevator_think);
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replaceFunc(maps\mp\zm_highrise_elevators::elevator_roof_watcher, scripts\zm\replaced\zm_highrise_elevators::elevator_roof_watcher);
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