mirror of
https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-11 15:48:05 -05:00
Reorganize custom location utility script
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@ -123,34 +123,34 @@ add_struct( s_struct )
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}
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}
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register_perk_struct( perk_name, perk_model, perk_angles, perk_coordinates )
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register_perk_struct( name, model, origin, angles )
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{
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perk_struct = spawnStruct();
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perk_struct.script_noteworthy = perk_name;
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perk_struct.model = perk_model;
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perk_struct.angles = perk_angles;
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perk_struct.origin = perk_coordinates;
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perk_struct.script_noteworthy = name;
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perk_struct.model = model;
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perk_struct.angles = angles;
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perk_struct.origin = origin;
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perk_struct.targetname = "zm_perk_machine";
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// if ( perk_name == "specialty_weapupgrade" )
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// if ( name == "specialty_weapupgrade" )
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// {
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// perk_struct.target = "weapupgrade_flag_targ";
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// flag = spawnStruct();
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// flag.targetname = "weapupgrade_flag_targ";
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// flag.model = "zombie_sign_please_wait";
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// flag.angles = ( 0, perk_angles[ 1 ] - 180, perk_angles[ 2 ] - 180 );
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// flag.origin = ( perk_coordinates[ 0 ] + 13.5, perk_coordinates[ 1 ] - 29, perk_coordinates[ 2 ] + 49.5 );
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// flag.angles = ( 0, angles[ 1 ] - 180, angles[ 2 ] - 180 );
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// flag.origin = ( origin[ 0 ] + 13.5, origin[ 1 ] - 29, origin[ 2 ] + 49.5 );
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// add_struct( flag );
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// }
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add_struct( perk_struct );
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}
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register_map_initial_spawnpoint( spawnpoint_coordinates, spawnpoint_angles )
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register_map_initial_spawnpoint( origin, angles )
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{
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spawnpoint_struct = spawnStruct();
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spawnpoint_struct.origin = spawnpoint_coordinates;
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if ( isDefined( spawnpoint_angles ) )
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spawnpoint_struct.origin = origin;
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if ( isDefined( angles ) )
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{
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spawnpoint_struct.angles = spawnpoint_angles;
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spawnpoint_struct.angles = angles;
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}
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else
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{
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@ -167,20 +167,20 @@ register_map_initial_spawnpoint( spawnpoint_coordinates, spawnpoint_angles )
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level.struct_class_names[ "script_noteworthy" ][ "initial_spawn" ][ player_initial_spawnpoint_size ] = spawnpoint_struct;
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}
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wallbuy( weapon_angles, weapon_coordinates, chalk_fx, weapon_name, weapon_model, target, targetname )
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wallbuy( weapon_name, target, targetname, origin, angles )
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{
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precachemodel( weapon_model );
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precachemodel( getweaponmodel( weapon_name ) );
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unitrigger_stub = spawnstruct();
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unitrigger_stub.origin = weapon_coordinates;
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unitrigger_stub.angles = weapon_angles;
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unitrigger_stub.origin = origin;
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unitrigger_stub.angles = angles;
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// move model foreward so it always shows in front of chalk
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wallmodel = spawn_weapon_model( weapon_name, undefined, weapon_coordinates + anglesToRight(weapon_angles) * -0.4, weapon_angles );
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wallmodel = spawn_weapon_model( weapon_name, undefined, origin + anglesToRight(angles) * -0.4, angles );
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wallmodel.targetname = target;
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mins = undefined;
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maxs = undefined;
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absmins = undefined;
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absmaxs = undefined;
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wallmodel setmodel( weapon_model );
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wallmodel setmodel( getweaponmodel( weapon_name ) );
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wallmodel useweaponhidetags( weapon_name );
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mins = wallmodel getmins();
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maxs = wallmodel getmaxs();
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@ -238,7 +238,8 @@ wallbuy( weapon_angles, weapon_coordinates, chalk_fx, weapon_name, weapon_model,
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maps/mp/zombies/_zm_unitrigger::register_static_unitrigger( unitrigger_stub, ::weapon_spawn_think );
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}
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wallmodel hide();
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thread playchalkfx( chalk_fx, weapon_coordinates, weapon_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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}
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playchalkfx( effect, origin, angles )
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@ -252,16 +253,16 @@ playchalkfx( effect, origin, angles )
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}
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}
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barrier( barrier_coordinates, barrier_model, barrier_angles, not_solid )
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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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{
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level.survival_barriers = [];
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level.survival_barriers_index = 0;
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}
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level.survival_barriers[ level.survival_barriers_index ] = spawn( "script_model", barrier_coordinates );
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level.survival_barriers[ level.survival_barriers_index ] setModel( barrier_model );
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level.survival_barriers[ level.survival_barriers_index ] rotateTo( barrier_angles, 0.1 );
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level.survival_barriers[ level.survival_barriers_index ] = spawn( "script_model", origin );
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level.survival_barriers[ level.survival_barriers_index ] setModel( model );
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level.survival_barriers[ level.survival_barriers_index ] rotateTo( angles, 0.1 );
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level.survival_barriers[ level.survival_barriers_index ] disconnectPaths();
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if ( is_true( not_solid ) )
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{
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