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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-10 15:17:57 -05:00
Brutus: no longer locks perks and the Mystery Box on Grief
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@ -68,11 +68,14 @@ init()
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registerclientfield("actor", "brutus_lock_down", 9000, 1, "int");
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level thread maps\mp\zombies\_zm_ai_brutus::brutus_spawning_logic();
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level thread maps\mp\zombies\_zm_ai_brutus::get_brutus_interest_points();
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if (!level.brutus_in_grief)
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{
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level thread maps\mp\zombies\_zm_ai_brutus::get_brutus_interest_points();
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level.custom_perk_validation = maps\mp\zombies\_zm_ai_brutus::check_perk_machine_valid;
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level.custom_craftable_validation = ::check_craftable_table_valid;
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level.custom_plane_validation = maps\mp\zombies\_zm_ai_brutus::check_plane_valid;
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level.custom_perk_validation = maps\mp\zombies\_zm_ai_brutus::check_perk_machine_valid;
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level.custom_craftable_validation = ::check_craftable_table_valid;
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level.custom_plane_validation = maps\mp\zombies\_zm_ai_brutus::check_plane_valid;
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}
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}
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setup_interaction_matrix()
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@ -335,7 +338,9 @@ brutus_find_flesh()
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player_zone = undefined;
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self.prev_zone = brutus_zone;
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if (!isdefined(player))
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if (level.brutus_in_grief)
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brutus_start_basic_find_flesh();
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else if (!isdefined(player))
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self.priority_item = self get_priority_item_for_brutus(brutus_zone, 1);
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else
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{
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@ -410,19 +415,22 @@ get_brutus_spawn_pos_val(brutus_pos)
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score += n_score_addition;
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}
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interaction_types = getarraykeys(level.interaction_types);
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interact_array = level.interaction_types;
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for (i = 0; i < interaction_types.size; i++)
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if ( !level.brutus_in_grief )
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{
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int_type = interaction_types[i];
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interaction = interact_array[int_type];
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interact_points = [[interaction.get_func]](zone_name);
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interaction_types = getarraykeys(level.interaction_types);
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interact_array = level.interaction_types;
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for (j = 0; j < interact_points.size; j++)
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for (i = 0; i < interaction_types.size; i++)
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{
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if (interact_points[j][[interaction.validity_func]]())
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score += interaction.spawn_bias;
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int_type = interaction_types[i];
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interaction = interact_array[int_type];
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interact_points = [[interaction.get_func]](zone_name);
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for (j = 0; j < interact_points.size; j++)
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{
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if (interact_points[j][[interaction.validity_func]]())
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score += interaction.spawn_bias;
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}
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}
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}
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