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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-11 15:48:05 -05:00

Powerups: add last powerup fx

This commit is contained in:
Jbleezy
2023-04-11 01:30:10 -07:00
parent 25e07b0cb2
commit eff871035a
3 changed files with 38 additions and 0 deletions

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@ -354,6 +354,7 @@
## Powerups
* Grabbing time based powerups that are already active add to timer instead of resetting timer
* An fx plays when a powerup drops if it is the last powerup of a cycle
### Nuke
* Kills all zombies instantly

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@ -83,6 +83,7 @@ main()
replaceFunc(maps\mp\zombies\_zm_perks::turn_tombstone_on, scripts\zm\replaced\_zm_perks::turn_tombstone_on);
replaceFunc(maps\mp\zombies\_zm_perks::wait_for_player_to_take, scripts\zm\replaced\_zm_perks::wait_for_player_to_take);
replaceFunc(maps\mp\zombies\_zm_power::standard_powered_items, scripts\zm\replaced\_zm_power::standard_powered_items);
replaceFunc(maps\mp\zombies\_zm_powerups::get_next_powerup, scripts\zm\replaced\_zm_powerups::get_next_powerup);
replaceFunc(maps\mp\zombies\_zm_powerups::powerup_grab, scripts\zm\replaced\_zm_powerups::powerup_grab);
replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup, scripts\zm\replaced\_zm_powerups::full_ammo_powerup);
replaceFunc(maps\mp\zombies\_zm_powerups::nuke_powerup, scripts\zm\replaced\_zm_powerups::nuke_powerup);

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@ -2,6 +2,42 @@
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
get_next_powerup()
{
powerup = level.zombie_powerup_array[level.zombie_powerup_index];
level.zombie_powerup_index++;
if ( level.zombie_powerup_index >= level.zombie_powerup_array.size )
{
level.zombie_powerup_index = 0;
randomize_powerups();
level thread play_fx_on_powerup_dropped();
}
return powerup;
}
play_fx_on_powerup_dropped()
{
level waittill( "powerup_dropped", powerup );
if ( powerup.solo )
{
playfx( level._effect["powerup_grabbed_solo"], powerup.origin );
playfx( level._effect["powerup_grabbed_wave_solo"], powerup.origin );
}
else if ( powerup.caution )
{
playfx( level._effect["powerup_grabbed_caution"], powerup.origin );
playfx( level._effect["powerup_grabbed_wave_caution"], powerup.origin );
}
else
{
playfx( level._effect["powerup_grabbed"], powerup.origin );
playfx( level._effect["powerup_grabbed_wave"], powerup.origin );
}
}
powerup_grab( powerup_team )
{
if ( isdefined( self ) && self.zombie_grabbable )