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https://github.com/JezuzLizard/BO2-Reimagined.git
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Origins: dug up weapons get full ammo
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@ -666,6 +666,7 @@
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* Tower Trap (upgraded): upgrading no longer resets the duration of the trap
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* Zombies spawn in the Docks zone when in the Docks Gates zone
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* Zombies spawn in the Docks Gates zone when in the Docks zone
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* Quest: Blundergat gets full ammo when picked up (normally missing one clip)
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* Quest: number pad only needs each number to be shocked once in order to complete
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* Quest: can enter the plane in afterlife with any amount of players
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* Quest: can enter the plane in afterlife without Weasel
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@ -757,6 +758,7 @@
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* Soul boxes: decreased number of souls to close from 30 to 20
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* Dig spots: decreased number of digs to obtain golden shovel from 30 to 20
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* Dig spots: changed number of digs to obtain golden helmet to 40 (normally 5% chance to obtain after obtaining golden shovel)
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* Dig spots: dug up weapons get full ammo when picked up (normally missing one clip)
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* Perk bottle dig spots: give random perk
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* Perk bottle dig spots: visible and diggable without Zombie Blood
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* Perk bottle dig spots: increased number of rounds for next dig spot to spawn from 1 to 4
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@ -240,4 +240,43 @@ dig_up_weapon( digger )
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if ( player != digger )
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digger notify( "dig_up_weapon_shared" );
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}
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swap_weapon( str_weapon, e_player )
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{
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str_current_weapon = e_player getcurrentweapon();
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if ( str_weapon == "claymore_zm" )
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{
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if ( !e_player hasweapon( str_weapon ) )
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{
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e_player thread maps\mp\zombies\_zm_weap_claymore::show_claymore_hint( "claymore_purchased" );
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e_player thread maps\mp\zombies\_zm_weap_claymore::claymore_setup();
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e_player thread maps\mp\zombies\_zm_audio::create_and_play_dialog( "weapon_pickup", "grenade" );
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}
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else
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e_player givemaxammo( str_weapon );
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return;
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}
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if ( is_player_valid( e_player ) && !e_player.is_drinking && !is_placeable_mine( str_current_weapon ) && !is_equipment( str_current_weapon ) && level.revive_tool != str_current_weapon && "none" != str_current_weapon && !e_player hacker_active() )
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{
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if ( !e_player hasweapon( str_weapon ) )
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e_player take_old_weapon_and_give_new( str_current_weapon, str_weapon );
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else
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e_player givemaxammo( str_weapon );
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}
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}
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take_old_weapon_and_give_new( current_weapon, weapon )
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{
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a_weapons = self getweaponslistprimaries();
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if ( isdefined( a_weapons ) && a_weapons.size >= get_player_weapon_limit( self ) )
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self takeweapon( current_weapon );
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self giveweapon( weapon );
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self givestartammo( weapon );
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self switchtoweapon( weapon );
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}
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