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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-07-05 03:19:06 -05:00
Afterlife: fix zombies not going after other players
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@ -141,6 +141,31 @@ afterlife_laststand( b_electric_chair = 0 )
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self playsound( "zmb_afterlife_revived_gasp" );
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}
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afterlife_spawn_corpse()
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{
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if ( isdefined( self.is_on_gondola ) && self.is_on_gondola && level.e_gondola.destination == "roof" )
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corpse = maps\mp\zombies\_zm_clone::spawn_player_clone( self, self.origin, undefined );
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else
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{
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trace_start = self.origin;
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trace_end = self.origin + vectorscale( ( 0, 0, -1 ), 500.0 );
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corpse_trace = playerphysicstrace( trace_start, trace_end );
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corpse = spawn_player_clone( self, corpse_trace, undefined );
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}
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corpse.angles = self.angles;
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corpse.ignoreme = 1;
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corpse maps\mp\zombies\_zm_clone::clone_give_weapon( "m1911_zm" );
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corpse maps\mp\zombies\_zm_clone::clone_animate( "afterlife" );
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corpse.revive_hud = self afterlife_revive_hud_create();
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corpse thread afterlife_revive_trigger_spawn();
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if ( get_players().size == 1 )
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corpse thread afterlife_corpse_create_pois();
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return corpse;
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}
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afterlife_fake_death()
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{
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level notify( "fake_death" );
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@ -163,6 +188,13 @@ afterlife_fake_death()
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self freezecontrols( 1 );
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}
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collision = spawn( "script_model", corpse.origin + ( 0, 0, 16 ) );
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collision.angles = corpse.angles;
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collision setmodel( "collision_clip_32x32x32" );
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collision linkto( corpse );
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collision ghost();
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corpse.collision = collision;
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afterlife_revive_invincible()
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{
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self endon( "disconnect" );
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@ -309,4 +341,32 @@ afterlife_revive_do_revive( playerbeingrevived, revivergun )
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playerbeingrevived thread checkforbleedout( self );
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return revived;
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}
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afterlife_corpse_cleanup( corpse )
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{
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playsoundatposition( "zmb_afterlife_revived", corpse.origin );
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if ( isdefined( corpse.revivetrigger ) )
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{
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corpse notify( "stop_revive_trigger" );
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corpse.revivetrigger delete();
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corpse.revivetrigger = undefined;
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}
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if ( isdefined( corpse.collision ) )
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{
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corpse.collision delete();
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corpse.collision = undefined;
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}
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self.e_afterlife_corpse = undefined;
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corpse setclientfield( "player_corpse_id", 0 );
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corpse afterlife_corpse_remove_pois();
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corpse ghost();
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self.loadout = undefined;
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wait_network_frame();
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wait_network_frame();
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wait_network_frame();
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corpse delete();
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}
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