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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-13 00:28:03 -05:00

Zombies: amount scales linearly

This commit is contained in:
Jbleezy
2023-04-13 04:52:13 -07:00
parent a3039a4876
commit ad31bcccce
2 changed files with 162 additions and 0 deletions

View File

@ -44,6 +44,167 @@ round_start()
level thread [[ level.round_think_func ]]();
}
round_spawning()
{
level endon( "intermission" );
level endon( "end_of_round" );
level endon( "restart_round" );
if ( level.intermission )
return;
if ( level.zombie_spawn_locations.size < 1 )
{
return;
}
ai_calculate_health( level.round_number );
count = 0;
players = get_players();
for ( i = 0; i < players.size; i++ )
players[i].zombification_time = 0;
max = level.zombie_vars["zombie_max_ai"];
multiplier = level.round_number / 5;
if ( multiplier < 1 )
multiplier = 1;
if ( level.round_number >= 10 )
multiplier *= ( level.round_number * 0.15 );
player_num = get_players().size;
max += int( ( player_num * 0.5 ) * level.zombie_vars["zombie_ai_per_player"] * multiplier );
if ( !isdefined( level.max_zombie_func ) )
level.max_zombie_func = ::default_max_zombie_func;
if ( !( isdefined( level.kill_counter_hud ) && level.zombie_total > 0 ) )
{
level.zombie_total = [[ level.max_zombie_func ]]( max );
level notify( "zombie_total_set" );
}
if ( isdefined( level.zombie_total_set_func ) )
level thread [[ level.zombie_total_set_func ]]();
if ( level.round_number < 10 || level.speed_change_max > 0 )
level thread zombie_speed_up();
mixed_spawns = 0;
old_spawn = undefined;
while ( true )
{
while ( get_current_zombie_count() >= level.zombie_ai_limit || level.zombie_total <= 0 )
wait 0.1;
while ( get_current_actor_count() >= level.zombie_actor_limit )
{
clear_all_corpses();
wait 0.1;
}
flag_wait( "spawn_zombies" );
while ( level.zombie_spawn_locations.size <= 0 )
wait 0.1;
run_custom_ai_spawn_checks();
spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )];
if ( !isdefined( old_spawn ) )
old_spawn = spawn_point;
else if ( spawn_point == old_spawn )
spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )];
old_spawn = spawn_point;
if ( isdefined( level.mixed_rounds_enabled ) && level.mixed_rounds_enabled == 1 )
{
spawn_dog = 0;
if ( level.round_number > 30 )
{
if ( randomint( 100 ) < 3 )
spawn_dog = 1;
}
else if ( level.round_number > 25 && mixed_spawns < 3 )
{
if ( randomint( 100 ) < 2 )
spawn_dog = 1;
}
else if ( level.round_number > 20 && mixed_spawns < 2 )
{
if ( randomint( 100 ) < 2 )
spawn_dog = 1;
}
else if ( level.round_number > 15 && mixed_spawns < 1 )
{
if ( randomint( 100 ) < 1 )
spawn_dog = 1;
}
if ( spawn_dog )
{
keys = getarraykeys( level.zones );
for ( i = 0; i < keys.size; i++ )
{
if ( level.zones[keys[i]].is_occupied )
{
akeys = getarraykeys( level.zones[keys[i]].adjacent_zones );
for ( k = 0; k < akeys.size; k++ )
{
if ( level.zones[akeys[k]].is_active && !level.zones[akeys[k]].is_occupied && level.zones[akeys[k]].dog_locations.size > 0 )
{
maps\mp\zombies\_zm_ai_dogs::special_dog_spawn( undefined, 1 );
level.zombie_total--;
wait_network_frame();
}
}
}
}
}
}
if ( isdefined( level.zombie_spawners ) )
{
if ( isdefined( level.use_multiple_spawns ) && level.use_multiple_spawns )
{
if ( isdefined( spawn_point.script_int ) )
{
if ( isdefined( level.zombie_spawn[spawn_point.script_int] ) && level.zombie_spawn[spawn_point.script_int].size )
spawner = random( level.zombie_spawn[spawn_point.script_int] );
}
else if ( isdefined( level.zones[spawn_point.zone_name].script_int ) && level.zones[spawn_point.zone_name].script_int )
spawner = random( level.zombie_spawn[level.zones[spawn_point.zone_name].script_int] );
else if ( isdefined( level.spawner_int ) && ( isdefined( level.zombie_spawn[level.spawner_int].size ) && level.zombie_spawn[level.spawner_int].size ) )
spawner = random( level.zombie_spawn[level.spawner_int] );
else
spawner = random( level.zombie_spawners );
}
else
spawner = random( level.zombie_spawners );
ai = spawn_zombie( spawner, spawner.targetname, spawn_point );
}
if ( isdefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
wait( level.zombie_vars["zombie_spawn_delay"] );
wait_network_frame();
}
}
round_think( restart = 0 )
{
level endon( "end_round_think" );