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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-07-02 18:10:26 -05:00
Deadshot: double headshot damage done properly
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@ -57,6 +57,110 @@ wait_for_all_players_to_connect( max_wait )
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}
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}
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actor_damage_override( inflictor, attacker, damage, flags, meansofdeath, weapon, vpoint, vdir, shitloc, psoffsettime, boneindex )
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{
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if ( !isDefined( self ) || !isDefined( attacker ) )
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{
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return damage;
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}
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if ( weapon == "tazer_knuckles_zm" || weapon == "jetgun_zm" )
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{
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self.knuckles_extinguish_flames = 1;
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}
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else if ( weapon != "none" )
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{
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self.knuckles_extinguish_flames = undefined;
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}
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if ( isDefined( attacker.animname ) && attacker.animname == "quad_zombie" )
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{
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if ( isDefined( self.animname ) && self.animname == "quad_zombie" )
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{
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return 0;
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}
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}
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if ( !isplayer( attacker ) && isDefined( self.non_attacker_func ) )
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{
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if ( is_true( self.non_attack_func_takes_attacker ) )
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{
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return self [[ self.non_attacker_func ]]( damage, weapon, attacker );
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}
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else
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{
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return self [[ self.non_attacker_func ]]( damage, weapon );
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}
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}
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if ( !isplayer( attacker ) && !isplayer( self ) )
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{
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return damage;
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}
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if ( !isDefined( damage ) || !isDefined( meansofdeath ) )
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{
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return damage;
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}
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if ( meansofdeath == "" )
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{
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return damage;
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}
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old_damage = damage;
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final_damage = damage;
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if ( isDefined( self.actor_damage_func ) )
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{
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final_damage = [[ self.actor_damage_func ]]( inflictor, attacker, damage, flags, meansofdeath, weapon, vpoint, vdir, shitloc, psoffsettime, boneindex );
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}
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if ( attacker.classname == "script_vehicle" && isDefined( attacker.owner ) )
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{
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attacker = attacker.owner;
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}
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if ( is_true( self.in_water ) )
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{
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if ( int( final_damage ) >= self.health )
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{
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self.water_damage = 1;
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}
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}
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attacker thread maps/mp/gametypes_zm/_weapons::checkhit( weapon );
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if(attacker HasPerk("specialty_deadshot") && is_headshot(weapon, shitloc, meansofdeath) && WeaponClass(weapon) != "spread" && WeaponClass(weapon) != "pistol spread")
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{
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final_damage *= 2;
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}
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if ( attacker maps/mp/zombies/_zm_pers_upgrades_functions::pers_mulit_kill_headshot_active() && is_headshot( weapon, shitloc, meansofdeath ) )
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{
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final_damage *= 2;
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}
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if ( is_true( level.headshots_only ) && isDefined( attacker ) && isplayer( attacker ) )
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{
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if ( meansofdeath == "MOD_MELEE" && shitloc == "head" || meansofdeath == "MOD_MELEE" && shitloc == "helmet" )
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{
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return int( final_damage );
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}
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if ( is_explosive_damage( meansofdeath ) )
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{
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return int( final_damage );
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}
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else if ( !is_headshot( weapon, shitloc, meansofdeath ) )
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{
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return 0;
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}
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}
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return int( final_damage );
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}
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end_game()
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{
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level waittill( "end_game" );
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