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https://github.com/JezuzLizard/BO2-Reimagined.git
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Powerups: add last powerup fx
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@ -354,6 +354,7 @@
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## Powerups
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## Powerups
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* Grabbing time based powerups that are already active add to timer instead of resetting timer
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* Grabbing time based powerups that are already active add to timer instead of resetting timer
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* An fx plays when a powerup drops if it is the last powerup of a cycle
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### Nuke
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### Nuke
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* Kills all zombies instantly
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* Kills all zombies instantly
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@ -83,6 +83,7 @@ main()
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replaceFunc(maps\mp\zombies\_zm_perks::turn_tombstone_on, scripts\zm\replaced\_zm_perks::turn_tombstone_on);
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replaceFunc(maps\mp\zombies\_zm_perks::turn_tombstone_on, scripts\zm\replaced\_zm_perks::turn_tombstone_on);
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replaceFunc(maps\mp\zombies\_zm_perks::wait_for_player_to_take, scripts\zm\replaced\_zm_perks::wait_for_player_to_take);
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replaceFunc(maps\mp\zombies\_zm_perks::wait_for_player_to_take, scripts\zm\replaced\_zm_perks::wait_for_player_to_take);
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replaceFunc(maps\mp\zombies\_zm_power::standard_powered_items, scripts\zm\replaced\_zm_power::standard_powered_items);
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replaceFunc(maps\mp\zombies\_zm_power::standard_powered_items, scripts\zm\replaced\_zm_power::standard_powered_items);
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replaceFunc(maps\mp\zombies\_zm_powerups::get_next_powerup, scripts\zm\replaced\_zm_powerups::get_next_powerup);
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replaceFunc(maps\mp\zombies\_zm_powerups::powerup_grab, scripts\zm\replaced\_zm_powerups::powerup_grab);
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replaceFunc(maps\mp\zombies\_zm_powerups::powerup_grab, scripts\zm\replaced\_zm_powerups::powerup_grab);
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replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup, scripts\zm\replaced\_zm_powerups::full_ammo_powerup);
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replaceFunc(maps\mp\zombies\_zm_powerups::full_ammo_powerup, scripts\zm\replaced\_zm_powerups::full_ammo_powerup);
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replaceFunc(maps\mp\zombies\_zm_powerups::nuke_powerup, scripts\zm\replaced\_zm_powerups::nuke_powerup);
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replaceFunc(maps\mp\zombies\_zm_powerups::nuke_powerup, scripts\zm\replaced\_zm_powerups::nuke_powerup);
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@ -2,6 +2,42 @@
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#include common_scripts\utility;
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#include common_scripts\utility;
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#include maps\mp\zombies\_zm_utility;
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#include maps\mp\zombies\_zm_utility;
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get_next_powerup()
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{
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powerup = level.zombie_powerup_array[level.zombie_powerup_index];
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level.zombie_powerup_index++;
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if ( level.zombie_powerup_index >= level.zombie_powerup_array.size )
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{
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level.zombie_powerup_index = 0;
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randomize_powerups();
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level thread play_fx_on_powerup_dropped();
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}
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return powerup;
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}
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play_fx_on_powerup_dropped()
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{
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level waittill( "powerup_dropped", powerup );
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if ( powerup.solo )
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{
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playfx( level._effect["powerup_grabbed_solo"], powerup.origin );
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playfx( level._effect["powerup_grabbed_wave_solo"], powerup.origin );
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}
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else if ( powerup.caution )
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{
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playfx( level._effect["powerup_grabbed_caution"], powerup.origin );
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playfx( level._effect["powerup_grabbed_wave_caution"], powerup.origin );
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}
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else
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{
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playfx( level._effect["powerup_grabbed"], powerup.origin );
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playfx( level._effect["powerup_grabbed_wave"], powerup.origin );
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}
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}
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powerup_grab( powerup_team )
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powerup_grab( powerup_team )
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{
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{
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if ( isdefined( self ) && self.zombie_grabbable )
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if ( isdefined( self ) && self.zombie_grabbable )
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