mirror of
https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-11 23:57:59 -05:00
Wallbuys: increased trigger radius
This commit is contained in:
@ -46,6 +46,9 @@
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* Kills on any round (normally stops killing after round 100)
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* Kills on any round (normally stops killing after round 100)
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* Removed additional goo created by chain kills
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* Removed additional goo created by chain kills
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## Wallbuys
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* Increased trigger radius
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## Perks
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## Perks
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* No longer deactivated if the perk machine is powered off
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* No longer deactivated if the perk machine is powered off
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@ -81,7 +81,8 @@ post_all_players_spawned()
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disable_bank_teller();
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disable_bank_teller();
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wallbuy_changes();
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wallbuy_increase_trigger_radius();
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wallbuy_location_changes();
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zone_changes();
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zone_changes();
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@ -130,6 +131,8 @@ post_all_players_spawned()
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level thread buried_deleteslothbarricades();
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level thread buried_deleteslothbarricades();
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level thread buried_enable_fountain_transport();
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level thread buried_enable_fountain_transport();
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level thread wallbuy_dynamic_increase_trigger_radius();
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level thread tomb_remove_shovels_from_map();
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level thread tomb_remove_shovels_from_map();
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level thread tomb_zombie_blood_dig_changes();
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level thread tomb_zombie_blood_dig_changes();
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@ -236,7 +239,7 @@ disable_carpenter()
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arrayremovevalue(level.zombie_powerup_array, "carpenter");
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arrayremovevalue(level.zombie_powerup_array, "carpenter");
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}
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}
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wallbuy_changes()
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wallbuy_location_changes()
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{
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{
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if(!is_classic())
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if(!is_classic())
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{
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{
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@ -287,11 +290,11 @@ add_wallbuy( name )
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}
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}
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target_struct = getstruct( struct.target, "targetname" );
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target_struct = getstruct( struct.target, "targetname" );
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tempmodel = spawn( "script_model", ( 0, 0, 0 ) );
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unitrigger_stub = spawnstruct();
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unitrigger_stub = spawnstruct();
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unitrigger_stub.origin = struct.origin;
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unitrigger_stub.origin = struct.origin;
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unitrigger_stub.angles = struct.angles;
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unitrigger_stub.angles = struct.angles;
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tempmodel = spawn( "script_model", ( 0, 0, 0 ) );
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tempmodel setmodel( target_struct.model );
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tempmodel setmodel( target_struct.model );
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tempmodel useweaponhidetags( struct.zombie_weapon_upgrade );
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tempmodel useweaponhidetags( struct.zombie_weapon_upgrade );
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mins = tempmodel getmins();
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mins = tempmodel getmins();
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@ -299,11 +302,12 @@ add_wallbuy( name )
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absmins = tempmodel getabsmins();
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absmins = tempmodel getabsmins();
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absmaxs = tempmodel getabsmaxs();
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absmaxs = tempmodel getabsmaxs();
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bounds = absmaxs - absmins;
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bounds = absmaxs - absmins;
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unitrigger_stub.script_length = bounds[ 0 ] * 0.25;
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tempmodel delete();
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unitrigger_stub.script_width = bounds[ 1 ];
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unitrigger_stub.script_length = 64;
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unitrigger_stub.script_height = bounds[ 2 ];
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unitrigger_stub.script_width = bounds[1];
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unitrigger_stub.script_height = bounds[2];
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unitrigger_stub.origin -= anglesToRight( unitrigger_stub.angles ) * ( unitrigger_stub.script_length * 0.4 );
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unitrigger_stub.origin -= anglesToRight( unitrigger_stub.angles ) * ( ( bounds[0] * 0.25 ) * 0.4 );
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unitrigger_stub.target = struct.target;
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unitrigger_stub.target = struct.target;
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unitrigger_stub.targetname = struct.targetname;
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unitrigger_stub.targetname = struct.targetname;
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unitrigger_stub.cursor_hint = "HINT_NOICON";
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unitrigger_stub.cursor_hint = "HINT_NOICON";
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@ -381,6 +385,49 @@ claymore_rotate_model_when_bought()
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self.angles += ( 0, 90, 0 );
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self.angles += ( 0, 90, 0 );
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}
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}
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wallbuy_increase_trigger_radius()
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{
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for(i = 0; i < level._unitriggers.trigger_stubs.size; i++)
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{
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if(IsDefined(level._unitriggers.trigger_stubs[i].zombie_weapon_upgrade))
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{
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level._unitriggers.trigger_stubs[i].script_length = 64;
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}
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}
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}
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wallbuy_dynamic_increase_trigger_radius()
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{
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if(!(is_classic() && level.scr_zm_map_start_location == "processing"))
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{
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return;
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}
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while (!isDefined(level.built_wallbuys))
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{
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wait 0.5;
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}
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prev_built_wallbuys = 0;
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while (1)
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{
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if (level.built_wallbuys > prev_built_wallbuys)
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{
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prev_built_wallbuys = level.built_wallbuys;
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wallbuy_increase_trigger_radius();
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}
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if (level.built_wallbuys == -100)
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{
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wallbuy_increase_trigger_radius();
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return;
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}
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wait 0.5;
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}
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}
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disable_perk_pause()
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disable_perk_pause()
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{
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{
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for (i = 0; i < level.powered_items.size; i++)
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for (i = 0; i < level.powered_items.size; i++)
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