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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-19 19:48:53 -05:00

Head Chopper: kills zombies when placed on a ceiling

This commit is contained in:
Jbleezy
2023-03-24 16:50:26 -07:00
parent 84c255f2dc
commit 6f0a709802
2 changed files with 3 additions and 2 deletions

View File

@ -380,6 +380,7 @@
* No longer gets destroyed from kills * No longer gets destroyed from kills
* Gets destroyed after activating 15 times * Gets destroyed after activating 15 times
* Does multiple swings when player activates * Does multiple swings when player activates
* Kills zombies when placed on a ceiling
* No longer deals damage during retract animations * No longer deals damage during retract animations
* Changed player head chop damage to 50 (normally instantly kills without Juggernog or deals 15 damage with Juggernog) * Changed player head chop damage to 50 (normally instantly kills without Juggernog or deals 15 damage with Juggernog)
* Changed player body chop damage to 25 (normally deals 75 damage to torso or 37 damage to feet) * Changed player body chop damage to 25 (normally deals 75 damage to torso or 37 damage to feet)

View File

@ -109,8 +109,8 @@ headchopperattack( weapon, ent )
foot_position = ent.origin[2]; foot_position = ent.origin[2];
length_head_to_toe = abs( head_position - foot_position ); length_head_to_toe = abs( head_position - foot_position );
length_head_to_toe_25_percent = length_head_to_toe * 0.25; length_head_to_toe_25_percent = length_head_to_toe * 0.25;
is_headchop = weapon.origin[2] <= head_position && weapon.origin[2] >= head_position - length_head_to_toe_25_percent; is_headchop = weapon.origin[2] >= head_position - length_head_to_toe_25_percent;
is_torsochop = weapon.origin[2] <= head_position - length_head_to_toe_25_percent && weapon.origin[2] >= foot_position + length_head_to_toe_25_percent; is_torsochop = weapon.origin[2] >= foot_position + length_head_to_toe_25_percent;
is_footchop = abs( foot_position - weapon.origin[2] ) <= length_head_to_toe_25_percent; is_footchop = abs( foot_position - weapon.origin[2] ) <= length_head_to_toe_25_percent;
trace_point = undefined; trace_point = undefined;