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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-10 23:27:57 -05:00

Blundergat and Acid Gat: add camo

This commit is contained in:
Jbleezy
2024-03-31 03:47:40 -07:00
parent ae392317dc
commit 83be62537e
9 changed files with 904 additions and 9 deletions

View File

@ -59,8 +59,10 @@ blundergat_upgrade_station()
player thread maps\mp\zombies\_zm_perks::do_knuckle_crack();
player.is_pack_splatting = 1;
t_upgrade setinvisibletoall();
m_converter.worldgun = spawn_weapon_model(str_valid_weapon, undefined, m_converter.v_weapon_origin, m_converter.v_weapon_angles);
m_converter blundergat_upgrade_station_inject(str_valid_weapon);
options = player get_pack_a_punch_weapon_options(str_valid_weapon);
m_converter.worldgun = spawn_weapon_model(str_valid_weapon, undefined, m_converter.v_weapon_origin, m_converter.v_weapon_angles, options);
m_converter blundergat_upgrade_station_inject(str_valid_weapon, options);
t_upgrade thread blundergat_change_hintstring(&"ZM_PRISON_CONVERT_PICKUP");
if (isdefined(player))
@ -118,6 +120,31 @@ blundergat_change_hintstring(hint_string, hint_string_cost)
}
}
blundergat_upgrade_station_inject(str_weapon_model, options)
{
wait 0.5;
self playsound("zmb_acidgat_upgrade_machine");
self setanim(self.fxanims["close"], 1, 0, 1);
wait(self.n_start_time);
for (i = 0; i < 3; i++)
{
self setanim(self.fxanims["inject"], 1, 0, 1);
wait(self.n_idle_time);
}
self.worldgun delete();
if (str_weapon_model == "blundergat_zm")
self.worldgun = spawn_weapon_model("blundersplat_zm", undefined, self.v_weapon_origin, self.v_weapon_angles, options);
else
self.worldgun = spawn_weapon_model("blundersplat_upgraded_zm", undefined, self.v_weapon_origin, self.v_weapon_angles, options);
self setanim(self.fxanims["open"], 1, 0, 1);
wait(self.n_end_time);
wait 0.5;
}
wait_for_player_to_take(player, str_valid_weapon)
{
self endon("acid_timeout");
@ -162,7 +189,7 @@ wait_for_player_to_take(player, str_valid_weapon)
player givemaxammo("blundersplat_upgraded_zm");
else
{
player giveweapon(str_new_weapon);
player giveweapon(str_new_weapon, 0, player maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options(str_new_weapon));
player switchtoweapon(str_new_weapon);
player givestartammo(str_new_weapon);
}