1
0
mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-07 21:59:49 -05:00

Add offsets for new wallbuy weapon models

This commit is contained in:
Jbleezy 2024-01-03 21:36:54 -08:00
parent 08ba815179
commit 6d113e2e2a
3 changed files with 130 additions and 1 deletions

View File

@ -4,4 +4,6 @@
main()
{
replaceFunc(clientscripts\mp\zombies\_zm::init_wallbuy_fx, scripts\zm\replaced\_zm::init_wallbuy_fx);
replaceFunc(clientscripts\mp\zombies\_zm_weapons::wallbuy_player_connect, scripts\zm\replaced\_zm_weapons::wallbuy_player_connect);
replaceFunc(clientscripts\mp\zombies\_zm_weapons::wallbuy_callback_idx, scripts\zm\replaced\_zm_weapons::wallbuy_callback_idx);
}

View File

@ -0,0 +1,126 @@
#include clientscripts\mp\zombies\_zm_weapons;
#include clientscripts\mp\_utility;
#include clientscripts\mp\zombies\_zm_utility;
wallbuy_player_connect(localclientnum)
{
keys = getarraykeys(level._active_wallbuys);
if (isdefined(level.createfx_enabled) && level.createfx_enabled)
return;
for (i = 0; i < keys.size; i++)
{
wallbuy = level._active_wallbuys[keys[i]];
fx = level._effect["m14_zm_fx"];
if (wallbuy.targetname == "buildable_wallbuy")
fx = level._effect["dynamic_wallbuy_fx"];
else if (isdefined(level._effect[wallbuy.zombie_weapon_upgrade + "_fx"]))
fx = level._effect[wallbuy.zombie_weapon_upgrade + "_fx"];
wallbuy.fx[localclientnum] = playfx(localclientnum, fx, wallbuy.origin, anglestoforward(wallbuy.angles), anglestoup(wallbuy.angles), 0.1);
target_struct = getstruct(wallbuy.target, "targetname");
if (wallbuy.targetname == "buildable_wallbuy")
continue;
target_model = spawn_weapon_model(localclientnum, wallbuy.zombie_weapon_upgrade, target_struct.model, target_struct.origin, target_struct.angles);
target_model hide();
target_model.parent_struct = target_struct;
target_model offset_model(wallbuy.zombie_weapon_upgrade);
wallbuy.models[localclientnum] = target_model;
}
}
wallbuy_callback_idx(localclientnum, oldval, newval, bnewent, binitialsnap, fieldname, bwasdemojump)
{
basefield = getsubstr(fieldname, 0, fieldname.size - 4);
struct = level._active_wallbuys[basefield];
if (newval == 0)
{
if (isdefined(struct.models[localclientnum]))
struct.models[localclientnum] hide();
}
else if (newval > 0)
{
weaponname = level.buildable_wallbuy_weapons[newval - 1];
if (!isdefined(struct.models))
struct.models = [];
if (!isdefined(struct.models[localclientnum]))
{
target_struct = getstruct(struct.target, "targetname");
model = undefined;
if (isdefined(level.buildable_wallbuy_weapon_models[weaponname]))
model = level.buildable_wallbuy_weapon_models[weaponname];
angles = target_struct.angles;
if (isdefined(level.buildable_wallbuy_weapon_angles[weaponname]))
{
switch (level.buildable_wallbuy_weapon_angles[weaponname])
{
case 90:
angles = vectortoangles(anglestoright(angles));
break;
case 180:
angles = vectortoangles(anglestoforward(angles) * -1);
break;
case 270:
angles = vectortoangles(anglestoright(angles) * -1);
break;
}
}
target_model = spawn_weapon_model(localclientnum, weaponname, model, target_struct.origin, angles);
target_model hide();
target_model.parent_struct = target_struct;
target_model offset_model(weaponname);
struct.models[localclientnum] = target_model;
if (isdefined(struct.fx[localclientnum]))
{
stopfx(localclientnum, struct.fx[localclientnum]);
struct.fx[localclientnum] = undefined;
}
fx = level._effect["m14_zm_fx"];
if (isdefined(level._effect[weaponname + "_fx"]))
fx = level._effect[weaponname + "_fx"];
struct.fx[localclientnum] = playfx(localclientnum, fx, struct.origin, anglestoforward(struct.angles), anglestoup(struct.angles), 0.1);
level notify("wallbuy_updated");
}
}
}
offset_model(weaponname)
{
model_offset = (0, 0, 0);
if (weaponname == "saritch_zm")
{
model_offset = (7, 0, 0);
}
else if (weaponname == "insas_zm")
{
model_offset = (3, 0, 1);
}
else if (weaponname == "vector_zm")
{
model_offset = (7, 0, 3);
}
self.parent_struct.origin += (anglestoforward(self.parent_struct.angles) * model_offset[0]) + (anglestoright(self.parent_struct.angles) * model_offset[1]) + (anglestoup(self.parent_struct.angles) * model_offset[2]);
}

View File

@ -1,3 +1,4 @@
script,scripts/zm/_zm_reimagined.csc
script,scripts/zm/zm_buried/zm_buried_reimagined.csc
script,scripts/zm/replaced/_zm.csc
script,scripts/zm/replaced/_zm_weapons.csc