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

MOTD: Tower Trap changes

This commit is contained in:
Jbleezy
2023-05-11 18:59:44 -07:00
parent e6a3578a5e
commit 66f694db7d
2 changed files with 33 additions and 37 deletions

View File

@ -653,6 +653,8 @@
* Tower Trap: kills on any round in 1 shot
* Tower Trap (upgraded): kills on any round in 1-2 shots
* Tower Trap (upgraded): stays upgraded until the end of the round
* Tower Trap (upgraded): can be upgraded while the trap is not active
* Tower Trap (upgraded): upgrading no longer resets the duration of the trap
* Zombies spawn in the Docks zone when in the Docks Gates zone
* Zombies spawn in the Docks Gates zone when in the Docks zone
* Quest: number pad only needs each number to be shocked once in order to complete

View File

@ -236,6 +236,11 @@ tower_trap_trigger_think()
self.upgrade_trigger.in_use = 0;
self.upgrade_trigger.is_available = 1;
if (is_gametype_active("zclassic"))
{
self thread tower_upgrade_trigger_think();
}
while ( true )
{
self hint_string( &"ZM_PRISON_TOWER_TRAP", self.cost );
@ -280,13 +285,6 @@ tower_trap_trigger_think()
self thread activate_tower_trap();
self thread tower_trap_timer();
if (is_true(self.upgrade_trigger.is_available) && is_gametype_active("zclassic"))
{
self thread tower_upgrade_trigger_think();
level thread open_tower_trap_upgrade_panel();
level thread tower_trap_upgrade_panel_closes_early();
}
self waittill( "tower_trap_off" );
self.sndtowerent stoploopsound( 1 );
@ -304,6 +302,32 @@ tower_trap_trigger_think()
}
}
tower_upgrade_trigger_think()
{
while (1)
{
level thread open_tower_trap_upgrade_panel();
level waittill( self.upgrade_trigger.script_string );
self.upgrade_trigger.in_use = 1;
self.upgrade_trigger.is_available = 0;
level.trapped_track["tower_upgrade"] = 1;
level notify( "tower_trap_upgraded" );
level notify( "close_tower_trap_upgrade_panel" );
self upgrade_tower_trap_weapon();
level waittill( "end_of_round" );
self tower_trap_weapon();
self.upgrade_trigger notify( "afterlife_interact_reset" );
self.upgrade_trigger notify( "available" );
self.upgrade_trigger.in_use = 0;
self.upgrade_trigger.is_available = 1;
}
}
tower_trap_weapon()
{
self.weapon_name = "tower_trap_zm";
@ -407,34 +431,4 @@ tower_trap_fires( a_zombies )
continue;
}
}
}
tower_upgrade_trigger_think()
{
self endon( "tower_trap_off" );
level waittill( self.upgrade_trigger.script_string );
self.upgrade_trigger.in_use = 1;
self.upgrade_trigger.is_available = 0;
level.trapped_track["tower_upgrade"] = 1;
level notify( "tower_trap_upgraded" );
level notify( "close_tower_trap_upgrade_panel" );
self upgrade_tower_trap_weapon();
self notify( "tower_trap_reset_timer" );
self thread tower_trap_timer();
self thread tower_upgrade_reset_after_round();
}
tower_upgrade_reset_after_round()
{
level waittill( "end_of_round" );
self tower_trap_weapon();
self.upgrade_trigger notify( "afterlife_interact_reset" );
self.upgrade_trigger notify( "available" );
self.upgrade_trigger.in_use = 0;
self.upgrade_trigger.is_available = 1;
}