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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-10 15:17:57 -05:00

Encounter: crawlers bleed out after 30 seconds

This commit is contained in:
Jbleezy
2023-03-14 01:17:11 -07:00
parent d64455cff1
commit 493f5738fa
3 changed files with 170 additions and 1 deletions

View File

@ -28,7 +28,7 @@
* Increased waypoint offset from top of screen
* Changed player waypoint location to be center of player instead of top of player
* Increased distance between revive waypoint arrow and icon
* Bleedout bar displayed when downed
* Bleed out bar displayed when downed
* Revive bar displayed for downed player
* Changed revive bar color to blue
* Player needs to be revived text updates to new player instantly
@ -504,6 +504,7 @@
* 2500 health zombies (25000 health Brutus)
* 0.5 second zombie spawn rate
* Only sprinting zombies
* Crawlers bleed out if they have not dealt or taken damage within 30 seconds
* Unlimited powerups
* Unlimited barrier rebuild points
* Unupgraded weapons stun enemy players for 0.375 seconds

View File

@ -72,6 +72,7 @@ main()
replaceFunc(maps\mp\zombies\_zm_traps::player_elec_damage, scripts\zm\replaced\_zm_traps::player_elec_damage);
replaceFunc(maps\mp\zombies\_zm_equipment::show_equipment_hint, scripts\zm\replaced\_zm_equipment::show_equipment_hint);
replaceFunc(maps\mp\zombies\_zm_equipment::placed_equipment_think, scripts\zm\replaced\_zm_equipment::placed_equipment_think);
replaceFunc(maps\mp\zombies\_zm_spawner::zombie_gib_on_damage, scripts\zm\replaced\_zm_spawner::zombie_gib_on_damage);
replaceFunc(maps\mp\zombies\_zm_spawner::head_should_gib, scripts\zm\replaced\_zm_spawner::head_should_gib);
replaceFunc(maps\mp\zombies\_zm_ai_basic::inert_wakeup, scripts\zm\replaced\_zm_ai_basic::inert_wakeup);
replaceFunc(maps\mp\zombies\_zm_melee_weapon::change_melee_weapon, scripts\zm\replaced\_zm_melee_weapon::change_melee_weapon);

View File

@ -171,6 +171,173 @@ zombie_damage( mod, hit_location, hit_origin, player, amount, team )
self thread maps\mp\zombies\_zm_powerups::check_for_instakill( player, mod, hit_location );
}
zombie_gib_on_damage()
{
while ( true )
{
self waittill( "damage", amount, attacker, direction_vec, point, type, tagname, modelname, partname, weaponname );
if ( !isdefined( self ) )
return;
if ( !self zombie_should_gib( amount, attacker, type ) )
continue;
if ( self head_should_gib( attacker, type, point ) && type != "MOD_BURNED" )
{
self zombie_head_gib( attacker, type );
continue;
}
if ( !self.gibbed )
{
if ( self maps\mp\animscripts\zm_utility::damagelocationisany( "head", "helmet", "neck" ) )
continue;
refs = [];
switch ( self.damagelocation )
{
case "torso_upper":
case "torso_lower":
refs[refs.size] = "guts";
refs[refs.size] = "right_arm";
break;
case "right_hand":
case "right_arm_upper":
case "right_arm_lower":
refs[refs.size] = "right_arm";
break;
case "left_hand":
case "left_arm_upper":
case "left_arm_lower":
refs[refs.size] = "left_arm";
break;
case "right_leg_upper":
case "right_leg_lower":
case "right_foot":
if ( self.health <= 0 )
{
refs[refs.size] = "right_leg";
refs[refs.size] = "right_leg";
refs[refs.size] = "right_leg";
refs[refs.size] = "no_legs";
}
break;
case "left_leg_upper":
case "left_leg_lower":
case "left_foot":
if ( self.health <= 0 )
{
refs[refs.size] = "left_leg";
refs[refs.size] = "left_leg";
refs[refs.size] = "left_leg";
refs[refs.size] = "no_legs";
}
break;
default:
if ( self.damagelocation == "none" )
{
if ( type == "MOD_GRENADE" || type == "MOD_GRENADE_SPLASH" || type == "MOD_PROJECTILE" || type == "MOD_PROJECTILE_SPLASH" )
{
refs = self derive_damage_refs( point );
break;
}
}
else
{
refs[refs.size] = "guts";
refs[refs.size] = "right_arm";
refs[refs.size] = "left_arm";
refs[refs.size] = "right_leg";
refs[refs.size] = "left_leg";
refs[refs.size] = "no_legs";
break;
}
}
if ( isdefined( level.custom_derive_damage_refs ) )
refs = self [[ level.custom_derive_damage_refs ]]( refs, point, weaponname );
if ( refs.size )
{
self.a.gib_ref = maps\mp\animscripts\zm_death::get_random( refs );
if ( ( self.a.gib_ref == "no_legs" || self.a.gib_ref == "right_leg" || self.a.gib_ref == "left_leg" ) && self.health > 0 )
{
self.has_legs = 0;
self allowedstances( "crouch" );
self setphysparams( 15, 0, 24 );
self allowpitchangle( 1 );
self setpitchorient();
health = self.health;
health *= 0.1;
self thread maps\mp\animscripts\zm_run::needsdelayedupdate();
if (level.scr_zm_ui_gametype == "zgrief")
{
self thread bleedout_watcher();
}
if ( isdefined( self.crawl_anim_override ) )
self [[ self.crawl_anim_override ]]();
}
}
if ( self.health > 0 )
{
self thread maps\mp\animscripts\zm_death::do_gib();
if ( isdefined( level.gib_on_damage ) )
self thread [[ level.gib_on_damage ]]();
}
}
}
}
bleedout_watcher()
{
self endon("death");
self thread melee_watcher();
self.bleedout_time = getTime();
health = self.health;
while (1)
{
if (health > self.health)
{
health = self.health;
self.bleedout_time = getTime();
}
if (getTime() - self.bleedout_time > 30000)
{
level.zombie_total++;
self.no_powerups = 1;
self dodamage(self.health + 100, self.origin);
return;
}
wait 0.05;
}
}
melee_watcher()
{
self endon("death");
while (1)
{
self waittill("melee_anim");
self.bleedout_time = getTime();
}
}
head_should_gib( attacker, type, point )
{
if ( !is_mature() )