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

Die Rise: zombies no longer fall off the map traversing down to the Green Highrise Level 1 area

This commit is contained in:
Jbleezy
2023-04-21 05:17:51 -07:00
parent 5b9e8634a3
commit 61ed5536c4
2 changed files with 22 additions and 2 deletions

View File

@ -594,8 +594,9 @@
* Quick Revive elevator randomizes with Speed Cola and Who's Who elevators
* Zombies killed by an elevator no longer respawn
* Zombies are no longer killed while spawning in a stationary elevator
* Zombies no longer spawn in the Upper Blue Highrise zone when in the Green Highrise zone
* 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
* Zombies no longer spawn in the Upper Blue Highrise area when in the Green Highrise area
* Zombies no longer spawn across from the debris in the Lower Orange Highrise area when the debris is closed
* Zombies no longer fall off the map traversing down to the Green Highrise Level 1 area
* Fixed weapon model angle on upside down Mystery Box
* Quest: elevator symbols can be activated without players on every symbol
* Quest: elevator symbols stay active after activating once

View File

@ -55,6 +55,7 @@ init()
level.zombie_init_done = ::zombie_init_done;
level.special_weapon_magicbox_check = ::highrise_special_weapon_magicbox_check;
level.check_for_valid_spawn_near_team_callback = ::highrise_respawn_override;
level.zm_traversal_override = ::zm_traversal_override;
level.chugabud_laststand_func = scripts\zm\replaced\_zm_chugabud::chugabud_laststand;
slipgun_change_ammo();
@ -125,6 +126,24 @@ highrise_respawn_override( revivee, return_struct )
}
}
zm_traversal_override( traversealias )
{
if ( traversealias == "dierise_traverse_3_high_to_low" )
{
traversealias = "dierise_traverse_2_high_to_low";
self.pre_traverse = ::change_origin;
}
return traversealias;
}
change_origin()
{
self.pre_traverse = undefined;
self.origin += anglestoforward( self.traversestartnode.angles ) * -16;
self orientmode( "face angle", self.traversestartnode.angles[1] + 15 );
}
slipgun_change_ammo()
{
foreach (buildable in level.zombie_include_buildables)