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https://github.com/JezuzLizard/BO2-Reimagined.git
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Mystery Box: add weapon cycle
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@ -171,7 +171,7 @@
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* Sprinting no longer wakes up EMP'd zombies
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### Hell's Retriever
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* No longer ricochets to other zombies if not charged
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* No longer ricochets to other zombies when not charged
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* Every charge increases total zombies attacked by 3
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* Unupgraded: changed damage to 2000 (normally does 1000-2000 damage based on number of charges)
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* Upgraded: kills on any round when not charged
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@ -241,6 +241,7 @@
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* Lethal grenade hint string no longer displays "ammo" after purchasing
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## Mystery Box
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* Players will now get every weapon they can before getting duplicates
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* Decreased weapon pickup time from 12 seconds to 9 seconds
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* Moves to new location instantly
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* Special sound no longer plays when obtaining the Ray Gun
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@ -61,6 +61,7 @@ main()
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replaceFunc(maps\mp\zombies\_zm_magicbox::treasure_chest_move, scripts\zm\replaced\_zm_magicbox::treasure_chest_move);
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replaceFunc(maps\mp\zombies\_zm_magicbox::treasure_chest_timeout, scripts\zm\replaced\_zm_magicbox::treasure_chest_timeout);
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replaceFunc(maps\mp\zombies\_zm_magicbox::timer_til_despawn, scripts\zm\replaced\_zm_magicbox::timer_til_despawn);
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replaceFunc(maps\mp\zombies\_zm_magicbox::treasure_chest_chooseweightedrandomweapon, scripts\zm\replaced\_zm_magicbox::treasure_chest_chooseweightedrandomweapon);
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replaceFunc(maps\mp\zombies\_zm_perks::perk_pause, scripts\zm\replaced\_zm_perks::perk_pause);
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replaceFunc(maps\mp\zombies\_zm_perks::perk_unpause, scripts\zm\replaced\_zm_perks::perk_unpause);
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replaceFunc(maps\mp\zombies\_zm_perks::destroy_weapon_in_blackout, scripts\zm\replaced\_zm_perks::destroy_weapon_in_blackout);
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@ -117,4 +117,39 @@ timer_til_despawn( v_float )
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{
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self delete();
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}
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}
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treasure_chest_chooseweightedrandomweapon( player )
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{
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keys = array_randomize( getarraykeys( level.zombie_weapons ) );
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if ( isdefined( level.customrandomweaponweights ) )
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keys = player [[ level.customrandomweaponweights ]]( keys );
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pap_triggers = getentarray( "specialty_weapupgrade", "script_noteworthy" );
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if (!isDefined(player.random_weapons_acquired))
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{
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player.random_weapons_acquired = [];
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}
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for ( i = 0; i < keys.size; i++ )
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{
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if ( treasure_chest_canplayerreceiveweapon( player, keys[i], pap_triggers ) )
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{
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if (!isInArray(player.random_weapons_acquired, keys[i]))
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{
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player.random_weapons_acquired[player.random_weapons_acquired.size] = keys[i];
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return keys[i];
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}
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}
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}
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if (player.random_weapons_acquired.size > 0)
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{
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player.random_weapons_acquired = [];
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return treasure_chest_chooseweightedrandomweapon(player);
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}
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return keys[0];
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}
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