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https://github.com/JezuzLizard/BO2-Reimagined.git
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MOTD: Tower Trap changes
This commit is contained in:
@ -653,6 +653,8 @@
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* Tower Trap: kills on any round in 1 shot
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* Tower Trap: kills on any round in 1 shot
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* Tower Trap (upgraded): kills on any round in 1-2 shots
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* Tower Trap (upgraded): kills on any round in 1-2 shots
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* Tower Trap (upgraded): stays upgraded until the end of the round
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* Tower Trap (upgraded): stays upgraded until the end of the round
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* Tower Trap (upgraded): can be upgraded while the trap is not active
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* Tower Trap (upgraded): upgrading no longer resets the duration of the trap
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* Zombies spawn in the Docks zone when in the Docks Gates zone
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* Zombies spawn in the Docks zone when in the Docks Gates zone
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* Zombies spawn in the Docks Gates zone when in the Docks zone
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* Zombies spawn in the Docks Gates zone when in the Docks zone
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* Quest: number pad only needs each number to be shocked once in order to complete
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* Quest: number pad only needs each number to be shocked once in order to complete
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@ -236,6 +236,11 @@ tower_trap_trigger_think()
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self.upgrade_trigger.in_use = 0;
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self.upgrade_trigger.in_use = 0;
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self.upgrade_trigger.is_available = 1;
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self.upgrade_trigger.is_available = 1;
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if (is_gametype_active("zclassic"))
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{
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self thread tower_upgrade_trigger_think();
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}
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while ( true )
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while ( true )
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{
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{
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self hint_string( &"ZM_PRISON_TOWER_TRAP", self.cost );
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self hint_string( &"ZM_PRISON_TOWER_TRAP", self.cost );
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@ -280,13 +285,6 @@ tower_trap_trigger_think()
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self thread activate_tower_trap();
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self thread activate_tower_trap();
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self thread tower_trap_timer();
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self thread tower_trap_timer();
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if (is_true(self.upgrade_trigger.is_available) && is_gametype_active("zclassic"))
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{
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self thread tower_upgrade_trigger_think();
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level thread open_tower_trap_upgrade_panel();
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level thread tower_trap_upgrade_panel_closes_early();
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}
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self waittill( "tower_trap_off" );
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self waittill( "tower_trap_off" );
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self.sndtowerent stoploopsound( 1 );
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self.sndtowerent stoploopsound( 1 );
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@ -304,6 +302,32 @@ tower_trap_trigger_think()
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}
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}
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}
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}
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tower_upgrade_trigger_think()
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{
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while (1)
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{
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level thread open_tower_trap_upgrade_panel();
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level waittill( self.upgrade_trigger.script_string );
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self.upgrade_trigger.in_use = 1;
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self.upgrade_trigger.is_available = 0;
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level.trapped_track["tower_upgrade"] = 1;
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level notify( "tower_trap_upgraded" );
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level notify( "close_tower_trap_upgrade_panel" );
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self upgrade_tower_trap_weapon();
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level waittill( "end_of_round" );
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self tower_trap_weapon();
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self.upgrade_trigger notify( "afterlife_interact_reset" );
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self.upgrade_trigger notify( "available" );
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self.upgrade_trigger.in_use = 0;
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self.upgrade_trigger.is_available = 1;
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}
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}
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tower_trap_weapon()
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tower_trap_weapon()
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{
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{
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self.weapon_name = "tower_trap_zm";
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self.weapon_name = "tower_trap_zm";
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@ -407,34 +431,4 @@ tower_trap_fires( a_zombies )
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continue;
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continue;
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}
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}
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}
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}
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}
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tower_upgrade_trigger_think()
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{
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self endon( "tower_trap_off" );
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level waittill( self.upgrade_trigger.script_string );
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self.upgrade_trigger.in_use = 1;
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self.upgrade_trigger.is_available = 0;
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level.trapped_track["tower_upgrade"] = 1;
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level notify( "tower_trap_upgraded" );
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level notify( "close_tower_trap_upgrade_panel" );
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self upgrade_tower_trap_weapon();
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self notify( "tower_trap_reset_timer" );
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self thread tower_trap_timer();
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self thread tower_upgrade_reset_after_round();
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}
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tower_upgrade_reset_after_round()
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{
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level waittill( "end_of_round" );
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self tower_trap_weapon();
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self.upgrade_trigger notify( "afterlife_interact_reset" );
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self.upgrade_trigger notify( "available" );
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self.upgrade_trigger.in_use = 0;
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self.upgrade_trigger.is_available = 1;
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}
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}
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