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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-24 14:10:30 -05:00
Who's Who: fix no free actor entities error
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@ -367,6 +367,7 @@
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* Added Who's Who mode duration bar on HUD
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* Added Who's Who mode duration bar on HUD
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* Changed revive waypoint icon to Who's Who perk icon
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* Changed revive waypoint icon to Who's Who perk icon
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* Revive waypoint shows offscreen
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* Revive waypoint shows offscreen
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* Fixed an error that would crash the game when entering Who's Who mode
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### Electric Cherry
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### Electric Cherry
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* Removed cooldown after being used multiple times in a row
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* Removed cooldown after being used multiple times in a row
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@ -22,6 +22,7 @@
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#include scripts\zm\replaced\_zm_pers_upgrades_system;
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#include scripts\zm\replaced\_zm_pers_upgrades_system;
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#include scripts\zm\replaced\_zm_traps;
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#include scripts\zm\replaced\_zm_traps;
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#include scripts\zm\replaced\_zm_equipment;
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#include scripts\zm\replaced\_zm_equipment;
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#include scripts\zm\replaced\_zm_clone;
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#include scripts\zm\replaced\_zm_spawner;
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#include scripts\zm\replaced\_zm_spawner;
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#include scripts\zm\replaced\_zm_ai_basic;
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#include scripts\zm\replaced\_zm_ai_basic;
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#include scripts\zm\replaced\_zm_melee_weapon;
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#include scripts\zm\replaced\_zm_melee_weapon;
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@ -104,6 +105,7 @@ main()
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replaceFunc(maps\mp\zombies\_zm_traps::player_elec_damage, scripts\zm\replaced\_zm_traps::player_elec_damage);
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replaceFunc(maps\mp\zombies\_zm_traps::player_elec_damage, scripts\zm\replaced\_zm_traps::player_elec_damage);
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replaceFunc(maps\mp\zombies\_zm_equipment::show_equipment_hint, scripts\zm\replaced\_zm_equipment::show_equipment_hint);
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replaceFunc(maps\mp\zombies\_zm_equipment::show_equipment_hint, scripts\zm\replaced\_zm_equipment::show_equipment_hint);
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replaceFunc(maps\mp\zombies\_zm_equipment::placed_equipment_think, scripts\zm\replaced\_zm_equipment::placed_equipment_think);
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replaceFunc(maps\mp\zombies\_zm_equipment::placed_equipment_think, scripts\zm\replaced\_zm_equipment::placed_equipment_think);
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replaceFunc(maps\mp\zombies\_zm_clone::spawn_player_clone, scripts\zm\replaced\_zm_clone::spawn_player_clone);
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replaceFunc(maps\mp\zombies\_zm_spawner::zombie_gib_on_damage, scripts\zm\replaced\_zm_spawner::zombie_gib_on_damage);
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replaceFunc(maps\mp\zombies\_zm_spawner::zombie_gib_on_damage, scripts\zm\replaced\_zm_spawner::zombie_gib_on_damage);
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replaceFunc(maps\mp\zombies\_zm_spawner::head_should_gib, scripts\zm\replaced\_zm_spawner::head_should_gib);
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replaceFunc(maps\mp\zombies\_zm_spawner::head_should_gib, scripts\zm\replaced\_zm_spawner::head_should_gib);
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replaceFunc(maps\mp\zombies\_zm_spawner::zombie_can_drop_powerups, scripts\zm\replaced\_zm_spawner::zombie_can_drop_powerups);
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replaceFunc(maps\mp\zombies\_zm_spawner::zombie_can_drop_powerups, scripts\zm\replaced\_zm_spawner::zombie_can_drop_powerups);
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59
scripts/zm/replaced/_zm_clone.gsc
Normal file
59
scripts/zm/replaced/_zm_clone.gsc
Normal file
@ -0,0 +1,59 @@
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#include common_scripts\utility;
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#include maps\mp\_utility;
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#include maps\mp\zombies\_zm_utility;
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#include maps\mp\zombies\_zm_clone;
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spawn_player_clone( player, origin = player.origin, forceweapon, forcemodel )
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{
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primaryweapons = player getweaponslistprimaries();
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if ( isdefined( forceweapon ) )
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weapon = forceweapon;
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else if ( primaryweapons.size )
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weapon = primaryweapons[0];
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else
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weapon = player getcurrentweapon();
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weaponmodel = getweaponmodel( weapon );
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spawner = getent( "fake_player_spawner", "targetname" );
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if ( isdefined( spawner ) )
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{
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while ( getfreeactorcount() < 1 )
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{
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wait 0.05;
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}
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clone = spawner spawnactor();
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clone.origin = origin;
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clone.isactor = 1;
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}
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else
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{
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clone = spawn( "script_model", origin );
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clone.isactor = 0;
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}
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if ( isdefined( forcemodel ) )
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clone setmodel( forcemodel );
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else
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{
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clone setmodel( self.model );
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if ( isdefined( player.headmodel ) )
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{
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clone.headmodel = player.headmodel;
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clone attach( clone.headmodel, "", 1 );
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}
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}
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if ( weaponmodel != "" && weaponmodel != "none" )
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clone attach( weaponmodel, "tag_weapon_right" );
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clone.team = player.team;
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clone.is_inert = 1;
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clone.zombie_move_speed = "walk";
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clone.script_noteworthy = "corpse_clone";
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clone.actor_damage_func = ::clone_damage_func;
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return clone;
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}
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