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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-17 02:28:06 -05:00

Die Rise: bleed out zombies that are alone in the Green Highrise Level 1b zone

This commit is contained in:
Jbleezy
2023-04-25 02:18:42 -07:00
parent a777725b7a
commit e7a45d4d5c
2 changed files with 44 additions and 0 deletions

View File

@ -605,6 +605,7 @@
* Zombies no longer spawn across from the debris in the Lower Orange Highrise area when the debris is closed * Zombies no longer spawn across from the debris in the Lower Orange Highrise area when the debris is closed
* Zombies no longer fall off the map traversing down to the Green Highrise Level 1 area * Zombies no longer fall off the map traversing down to the Green Highrise Level 1 area
* Fixed weapon model angle on upside down Mystery Box * Fixed weapon model angle on upside down Mystery Box
* Fixed zombies not bleeding out in the Green Highrise Level 1b zone when the debris is closed and there are no players in the zone
* Quest: elevator symbols can be activated without players on every symbol * Quest: elevator symbols can be activated without players on every symbol
* Quest: elevator symbols stay active after activating once * Quest: elevator symbols stay active after activating once
* Quest: floor symbols can be activated in any order * Quest: floor symbols can be activated in any order

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@ -62,6 +62,7 @@ init()
level thread elevator_call(); level thread elevator_call();
level thread escape_pod_call(); level thread escape_pod_call();
level thread zombie_bad_zone_watcher();
} }
zombie_init_done() zombie_init_done()
@ -449,4 +450,46 @@ escape_pod_call_think()
flag_waitopen( "escape_pod_needs_reset" ); flag_waitopen( "escape_pod_needs_reset" );
} }
}
zombie_bad_zone_watcher()
{
level endon( "end_game" );
level endon( "green_level3_door2" );
elevator_volume = getent( "elevator_1d", "targetname" );
while ( 1 )
{
wait 0.05;
if ( maps\mp\zombies\_zm_zonemgr::player_in_zone( "zone_green_level3c" ) )
{
continue;
}
zombies = getaiarray( level.zombie_team );
foreach ( zombie in zombies )
{
if ( is_true( zombie.completed_emerging_into_playable_area ) && zombie maps\mp\zombies\_zm_zonemgr::entity_in_zone( "zone_green_level3c" ) && !zombie istouching( elevator_volume ) )
{
if ( is_true( zombie.is_leaper ) )
{
self maps\mp\zombies\_zm_ai_leaper::leaper_cleanup();
}
else
{
level.zombie_total++;
if ( self.health < level.zombie_health )
{
level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health;
}
}
zombie dodamage( zombie.health + 100, zombie.origin );
}
}
}
} }