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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-11 15:48:05 -05:00

Reorganize custom location utility script

This commit is contained in:
Jbleezy
2022-01-12 06:46:11 -08:00
parent ef9f539e69
commit b6468128d1
2 changed files with 31 additions and 30 deletions

View File

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