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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-10 23:27:57 -05:00

Die Rise: fix elevator zombie kill

This commit is contained in:
Jbleezy
2023-04-24 04:05:47 -07:00
parent 61c95085b6
commit 5f314bc417
3 changed files with 21 additions and 14 deletions

View File

@ -61,7 +61,7 @@ main()
flag_wait( "start_zombie_round_logic" );
level thread maps\mp\zm_highrise_elevators::random_elevator_perks();
level thread maps\mp\zm_highrise_elevators::faller_location_logic();
level.custom_faller_entrance_logic = maps\mp\zm_highrise_elevators::watch_for_elevator_during_faller_spawn;
level.custom_faller_entrance_logic = scripts\zm\replaced\zm_highrise_elevators::watch_for_elevator_during_faller_spawn;
setdvar( "zombiemode_path_minz_bias", 13 );
level.check_valid_poi = ::check_valid_poi;
level thread maps\mp\zm_highrise_elevators::shouldsuppressgibs();

View File

@ -434,16 +434,33 @@ watch_for_elevator_during_faller_spawn()
self endon( "risen" );
self endon( "spawn_anim" );
flag_wait( "power_on" );
elevator_bodies = [];
foreach ( elevator in level.elevators )
{
elevator_bodies[elevator_bodies.size] = elevator.body;
}
elevator_body = get_closest_2d( self.zombie_faller_location.origin, elevator_bodies );
while ( true )
{
should_gib = 0;
foreach ( elevator in level.elevators )
if ( is_true( elevator_body.is_moving ) )
{
if ( is_true( elevator.body.is_moving ) && self istouching( elevator.body ) )
if ( self istouching( elevator_body ) )
{
should_gib = 1;
else if ( !is_true( elevator.body.is_moving ) && distancesquared( elevator.body getcentroid(), self getcentroid() ) <= 9216 )
}
}
else
{
if ( is_true( self.zombie_faller_location.is_blocked ) )
{
should_gib = 1;
}
}
if ( should_gib )

View File

@ -60,7 +60,6 @@ init()
slipgun_change_ammo();
level thread custom_faller_entrance_logic();
level thread elevator_call();
level thread escape_pod_call();
}
@ -164,15 +163,6 @@ onbuyweapon_slipgun( player )
level notify( "slipgun_bought", player );
}
custom_faller_entrance_logic()
{
flag_wait( "initial_blackscreen_passed" );
wait 1;
level.custom_faller_entrance_logic = scripts\zm\replaced\zm_highrise_elevators::watch_for_elevator_during_faller_spawn;
}
elevator_call()
{
trigs = getentarray( "elevator_key_console_trigger", "targetname" );