mirror of
https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-11 23:57:59 -05:00
Tranzit: fix Cornfield pathing
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@ -401,6 +401,7 @@
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* Zombies spawn in the Warehouse zone when in the Fog After Power Station zone
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* Zombies spawn in the Warehouse zone when in the Fog After Power Station zone
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* Survival & Grief: power doors are buyable doors
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* Survival & Grief: power doors are buyable doors
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* Grief: added Ballistic Knife, Ray Gun, and Ray Gun Mark 2 to the Mystery Box
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* Grief: added Ballistic Knife, Ray Gun, and Ray Gun Mark 2 to the Mystery Box
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* Fixed zombie pathing at Cornfield behind the tower
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* Fixed a zombie riser spawn point at Outside Power Station being too high above ground
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* Fixed a zombie riser spawn point at Outside Power Station being too high above ground
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* Fixed a zombie pathing exploit at Town in Bookstore
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* Fixed a zombie pathing exploit at Town in Bookstore
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@ -54,6 +54,7 @@ init()
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screecher_spawner_changes();
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screecher_spawner_changes();
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zombie_spawn_location_changes();
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zombie_spawn_location_changes();
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cornfield_spawn_path_nodes();
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path_exploit_fixes();
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path_exploit_fixes();
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level thread power_local_electric_doors_globally();
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level thread power_local_electric_doors_globally();
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@ -238,6 +239,40 @@ zombie_spawn_location_changes()
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}
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}
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}
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}
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cornfield_spawn_path_nodes()
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{
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new_origins = array((7040, -256, -196), (7040, -384, -196), (7040, -512, -196), (7040, -640, -196), (7040, -768, -196), (7168, -256, -196), (7168, -384, -196), (7168, -512, -196), (7168, -640, -196), (7168, -768, -196));
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foreach (origin in new_origins)
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{
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spawn_path_node(origin, (0, 0, 0));
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}
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for (i = level._spawned_path_nodes.size - 1; i >= level._spawned_path_nodes.size - (new_origins.size + 1); i--)
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{
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node = level._spawned_path_nodes[i];
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nodes = getNodesInRadius( node.origin, 256, 0, 512, "Path" );
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foreach (other_node in nodes)
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{
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if (node.origin[0] - 128 == other_node.origin[0] || node.origin[0] + 128 == other_node.origin[0] || node.origin[1] - 128 == other_node.origin[1] || node.origin[1] + 128 == other_node.origin[1])
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{
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link_nodes(node, other_node);
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}
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}
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for (j = i; j >= level._spawned_path_nodes.size - (new_origins.size + 1); j--)
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{
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other_node = level._spawned_path_nodes[j];
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if (node.origin[0] - 128 == other_node.origin[0] || node.origin[0] + 128 == other_node.origin[0] || node.origin[1] - 128 == other_node.origin[1] || node.origin[1] + 128 == other_node.origin[1])
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{
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link_nodes(node, other_node);
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}
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}
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}
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}
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path_exploit_fixes()
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path_exploit_fixes()
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{
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{
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// town bookstore near jug
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// town bookstore near jug
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