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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-10 15:17:57 -05:00
Tranzit: add Tunnel location
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@ -176,9 +176,13 @@ wallbuy( weapon_name, target, targetname, origin, angles )
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unitrigger_stub.angles = angles;
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model_name = undefined;
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if ( weapon_name == "claymore_zm" )
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if ( weapon_name == "sticky_grenade_zm" )
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{
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model_name = "t6_wpn_claymore_world"; // getWeaponModel for claymore is wrong model
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model_name = "semtex_bag";
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}
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else if ( weapon_name == "claymore_zm" )
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{
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model_name = "t6_wpn_claymore_world";
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}
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wallmodel = spawn_weapon_model( weapon_name, model_name, origin, angles );
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@ -197,7 +201,7 @@ wallbuy( weapon_name, target, targetname, origin, angles )
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unitrigger_stub.targetname = targetname;
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unitrigger_stub.cursor_hint = "HINT_NOICON";
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// move model foreward so it always shows in front of chalk
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// move model forward so it always shows in front of chalk
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move_amount = anglesToRight( wallmodel.angles ) * -0.3;
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wallmodel.origin += move_amount;
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unitrigger_stub.origin += move_amount;
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@ -289,6 +293,11 @@ wallbuy( weapon_name, target, targetname, origin, angles )
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chalk_fx = weapon_name + "_fx";
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level thread playchalkfx( chalk_fx, origin, angles );
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if(weaponType(weapon_name) == "grenade")
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{
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unitrigger_stub thread wallbuy_grenade_model_fix();
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}
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}
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playchalkfx( effect, origin, angles )
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@ -302,6 +311,21 @@ playchalkfx( effect, origin, angles )
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}
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}
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// fixes grenade wallbuy model doing first trigger animation everytime
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wallbuy_grenade_model_fix()
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{
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model = getent(self.target, "targetname");
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if(!isDefined(model))
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{
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return;
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}
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model waittill("movedone");
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self.target = undefined;
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}
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barrier( model, origin, angles, not_solid )
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{
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if ( !isDefined( level.survival_barriers ) )
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