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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-10 15:17:57 -05:00
Nuketown: increase intermission time
Encounter: destroy player waypoint icons on intermission
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@ -535,6 +535,7 @@ head_icon_create()
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hud setShader(game["icons"][self.team], 6, 6);
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hud setWaypoint(1);
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hud setTargetEnt(self.head_icon_origin);
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hud thread scripts\zm\_zm_reimagined::destroy_on_intermission();
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if (is_player_valid(self))
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{
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@ -87,4 +87,51 @@ give_team_characters()
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self setmovespeedscale(1);
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self setsprintduration(4);
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self setsprintcooldown(0);
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}
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moon_rocket_follow_path()
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{
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rocket_start_struct = getstruct("inertmission_rocket_start", "targetname");
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rocket_end_struct = getstruct("inertmission_rocket_end", "targetname");
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rocket_cam_start_struct = getstruct("intermission_rocket_cam_start", "targetname");
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rocket_cam_end_struct = getstruct("intermission_rocket_cam_end", "targetname");
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rocket_camera_ent = spawn("script_model", rocket_cam_start_struct.origin);
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rocket_camera_ent.angles = rocket_cam_start_struct.angles;
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rocket = getent("intermission_rocket", "targetname");
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rocket show();
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rocket.origin = rocket_start_struct.origin;
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camera = spawn("script_model", rocket_cam_start_struct.origin);
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camera.angles = rocket_cam_start_struct.angles;
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camera setmodel("tag_origin");
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exploder(676);
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players = get_players();
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foreach (player in players)
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{
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player setclientuivisibilityflag("hud_visible", 0);
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player thread player_rocket_rumble();
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player thread intermission_rocket_blur();
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player setdepthoffield(0, 128, 7000, 10000, 6, 1.8);
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player camerasetposition(camera);
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player camerasetlookat();
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player cameraactivate(1);
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}
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rocket moveto(rocket_end_struct.origin, 16.5);
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rocket rotateto(rocket_end_struct.angles, 18.5);
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camera moveto(rocket_cam_end_struct.origin, 16.5);
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camera rotateto(rocket_cam_end_struct.angles, 15.5);
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playfxontag(level._effect["rocket_entry"], rocket, "tag_fx");
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playfxontag(level._effect["rocket_entry_light"], rocket, "tag_fx");
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wait 15;
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flag_set("rocket_hit_nuketown");
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}
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sndgameend()
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{
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level waittill("intermission");
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wait 7.5;
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playsoundatposition("zmb_endgame", (0, 0, 0));
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}
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