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Die Rise: zombies no longer fall off the map traversing down to the Green Highrise Level 1 area
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@ -594,8 +594,9 @@
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* Quick Revive elevator randomizes with Speed Cola and Who's Who elevators
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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 zone when in the Green Highrise zone
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* Zombies no longer spawn in the zone next to the Lower Orange Highrise zone when in the Lower Orange Highrise zone while the debris is closed
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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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* Fixed weapon model angle on upside down Mystery Box
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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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@ -55,6 +55,7 @@ init()
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level.zombie_init_done = ::zombie_init_done;
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level.special_weapon_magicbox_check = ::highrise_special_weapon_magicbox_check;
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level.check_for_valid_spawn_near_team_callback = ::highrise_respawn_override;
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level.zm_traversal_override = ::zm_traversal_override;
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level.chugabud_laststand_func = scripts\zm\replaced\_zm_chugabud::chugabud_laststand;
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slipgun_change_ammo();
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@ -125,6 +126,24 @@ highrise_respawn_override( revivee, return_struct )
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}
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}
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zm_traversal_override( traversealias )
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{
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if ( traversealias == "dierise_traverse_3_high_to_low" )
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{
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traversealias = "dierise_traverse_2_high_to_low";
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self.pre_traverse = ::change_origin;
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}
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return traversealias;
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}
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change_origin()
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{
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self.pre_traverse = undefined;
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self.origin += anglestoforward( self.traversestartnode.angles ) * -16;
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self orientmode( "face angle", self.traversestartnode.angles[1] + 15 );
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}
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slipgun_change_ammo()
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{
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foreach (buildable in level.zombie_include_buildables)
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