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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-11 15:48:05 -05:00
Grief: add negative Insta Kill and Double Points HUD
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@ -55,6 +55,7 @@ init()
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level thread grief_score_hud();
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level thread set_grief_vars();
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level thread powerup_hud_overlay();
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level thread round_start_wait(5, true);
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level thread unlimited_zombies();
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level thread remove_round_number();
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@ -293,6 +294,139 @@ set_grief_vars()
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level.zombie_vars["allies"]["zombie_powerup_half_damage_time"] = 30;
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}
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powerup_hud_overlay()
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{
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level.active_powerup_hud_array = [];
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level.active_powerup_hud_array["axis"] = [];
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level.active_powerup_hud_array["allies"] = [];
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struct_array = [];
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struct = spawnStruct();
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struct.on = "zombie_powerup_point_halfer_on";
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struct.time = "zombie_powerup_point_halfer_time";
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struct.shader = "specialty_doublepoints_zombies";
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struct_array[struct_array.size] = struct;
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struct = spawnStruct();
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struct.on = "zombie_powerup_half_damage_on";
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struct.time = "zombie_powerup_half_damage_time";
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struct.shader = "specialty_instakill_zombies";
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struct_array[struct_array.size] = struct;
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foreach(struct in struct_array)
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{
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hudelem = newTeamHudElem("axis");
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hudelem.hidewheninmenu = 1;
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hudelem.alignX = "center";
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hudelem.alignY = "bottom";
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hudelem.horzAlign = "user_center";
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hudelem.vertAlign = "user_bottom";
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hudelem.y = -37;
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hudelem.color = (0.21, 0, 0);
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hudelem.alpha = 0;
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hudelem.team = "axis";
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hudelem.on_string = struct.on;
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hudelem.time_string = struct.time;
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hudelem setShader(struct.shader, 32, 32);
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hudelem thread powerup_hud_think();
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hudelem = newTeamHudElem("allies");
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hudelem.hidewheninmenu = 1;
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hudelem.alignX = "center";
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hudelem.alignY = "bottom";
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hudelem.horzAlign = "user_center";
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hudelem.vertAlign = "user_bottom";
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hudelem.y = -37;
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hudelem.color = (0.21, 0, 0);
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hudelem.alpha = 0;
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hudelem.team = "allies";
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hudelem.on_string = struct.on;
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hudelem.time_string = struct.time;
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hudelem setShader(struct.shader, 32, 32);
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hudelem thread powerup_hud_think();
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}
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}
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powerup_hud_think()
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{
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while(1)
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{
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if(level.zombie_vars[self.team][self.time_string] < 5 )
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{
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wait(0.1);
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self fadeOverTime( 0.1 );
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self.alpha = 0;
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wait(0.1);
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self fadeOverTime( 0.1 );
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self.alpha = 1;
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}
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else if(level.zombie_vars[self.team][self.time_string] < 10 )
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{
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wait(0.2);
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self fadeOverTime( 0.2 );
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self.alpha = 0;
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wait(0.2);
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self fadeOverTime( 0.2 );
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self.alpha = 1;
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}
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if(level.zombie_vars[self.team][self.on_string])
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{
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if(!isInArray(level.active_powerup_hud_array[self.team], self))
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{
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level.active_powerup_hud_array[self.team][level.active_powerup_hud_array[self.team].size] = self;
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self thread powerup_hud_move();
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self.alpha = 1;
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}
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}
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else
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{
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if(isInArray(level.active_powerup_hud_array[self.team], self))
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{
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arrayRemoveValue(level.active_powerup_hud_array[self.team], self);
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self thread powerup_hud_move();
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self thread powerup_fade_over_time();
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}
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}
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wait 0.05;
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}
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}
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powerup_hud_move()
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{
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dist = 37;
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offset_x = dist;
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if((level.active_powerup_hud_array[self.team].size % 2) == 0)
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{
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offset_x /= 2;
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}
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start_x = int(level.active_powerup_hud_array[self.team].size / 2) * (-1 * offset_x);
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for(i = 0; i < level.active_powerup_hud_array[self.team].size; i++)
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{
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level.active_powerup_hud_array[self.team][i] moveOverTime(0.5);
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level.active_powerup_hud_array[self.team][i].x = start_x + (i * dist);
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}
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}
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powerup_fade_over_time()
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{
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wait 0.1;
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if(!level.zombie_vars[self.team][self.on_string])
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{
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self fadeOverTime( 0.5 );
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self.alpha = 0;
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}
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}
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player_spawn_override()
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{
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match_string = "";
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