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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-27 15:40:34 -05:00

Sliquifier: add teddy bear to buildable table after weapon taken

This commit is contained in:
Jbleezy
2023-03-08 05:32:59 -08:00
parent 29f0b622aa
commit 95553f1d6b
2 changed files with 54 additions and 1 deletions

View File

@ -186,6 +186,9 @@
* Added upgraded version * Added upgraded version
* Kills on any round (normally stops killing after round 100) * Kills on any round (normally stops killing after round 100)
* Removed additional goo created by chain kills * Removed additional goo created by chain kills
* Added teddy bear to buildable table after weapon is taken from it
* Teddy bear standing up means weapon is not available from Mystery Box
* Teddy bear lying down means weapon is available from Mystery Box
### Paralyzer ### Paralyzer
* Kills on any round * Kills on any round

View File

@ -170,7 +170,7 @@ buildable_place_think()
if ( isDefined( self.stub.model ) ) if ( isDefined( self.stub.model ) )
{ {
self.stub.model thread maps\mp\zombies\_zm_buildables::model_fly_away(); self.stub.model thread model_fly_away(self.stub.weaponname);
} }
player maps\mp\zombies\_zm_weapons::weapon_give( self.stub.weaponname ); player maps\mp\zombies\_zm_weapons::weapon_give( self.stub.weaponname );
@ -285,3 +285,53 @@ buildable_place_think()
} }
} }
} }
model_fly_away(weaponname)
{
origin = self.origin;
self moveto( self.origin + vectorscale( ( 0, 0, 1 ), 40.0 ), 3 );
direction = self.origin;
direction = ( direction[1], direction[0], 0 );
if ( direction[1] < 0 || direction[0] > 0 && direction[1] > 0 )
direction = ( direction[0], direction[1] * -1, 0 );
else if ( direction[0] < 0 )
direction = ( direction[0] * -1, direction[1], 0 );
self vibrate( direction, 10, 0.5, 3 );
self waittill( "movedone" );
self.origin = origin;
self.angles = (0, self.angles[1], 0);
self hide();
playfx( level._effect["poltergeist"], self.origin );
self thread model_think(weaponname);
}
model_think(weaponname)
{
joker_model = spawn( "script_model", self.origin - (0, 0, 14) );
joker_model.angles = self.angles + (0, 90, 0);
joker_model setModel(level.chest_joker_model);
while (1)
{
while (!maps\mp\zombies\_zm_weapons::limited_weapon_below_quota( weaponname, undefined ))
{
wait 0.05;
}
joker_model.angles += (90, 0, 0);
playfx( level._effect["poltergeist"], self.origin );
while (maps\mp\zombies\_zm_weapons::limited_weapon_below_quota( weaponname, undefined ))
{
wait 0.05;
}
joker_model.angles -= (90, 0, 0);
playfx( level._effect["poltergeist"], self.origin );
}
}