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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-11 23:57:59 -05:00
One Inch Punch (upgraded): add functionality for switching between held melee weapons
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@ -110,11 +110,11 @@ capture_zombie_spawn_init(animname_set = 0)
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update_staff_accessories(n_element_index)
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update_staff_accessories(n_element_index)
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{
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{
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cur_weapon = self get_player_melee_weapon();
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cur_melee = self get_player_melee_weapon();
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melee_to_keep = "knife_zm";
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if (!issubstr(cur_weapon, "one_inch_punch"))
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if (!issubstr(cur_melee, "one_inch_punch"))
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{
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{
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weapon_to_keep = "knife_zm";
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self.use_staff_melee = 0;
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self.use_staff_melee = 0;
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if (n_element_index != 0)
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if (n_element_index != 0)
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@ -126,31 +126,35 @@ update_staff_accessories(n_element_index)
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if (isdefined(staff_info.melee))
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if (isdefined(staff_info.melee))
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{
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{
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weapon_to_keep = staff_info.melee;
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melee_to_keep = staff_info.melee;
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self.use_staff_melee = 1;
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self.use_staff_melee = 1;
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}
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}
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}
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}
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melee_changed = 0;
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if (cur_weapon != weapon_to_keep)
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{
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self takeweapon(cur_weapon);
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self giveweapon(weapon_to_keep);
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self set_player_melee_weapon(weapon_to_keep);
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melee_changed = 1;
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}
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}
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}
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else if (issubstr(cur_weapon, "one_inch_punch") && is_true(self.b_punch_upgraded))
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else if (issubstr(cur_melee, "one_inch_punch") && is_true(self.b_punch_upgraded))
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{
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{
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self.str_punch_element = get_punch_element_from_index(n_element_index);
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self.str_punch_element = get_punch_element_from_index(n_element_index);
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weapon_to_keep = "one_inch_punch_" + self.str_punch_element + "_zm";
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melee_to_keep = "one_inch_punch_" + self.str_punch_element + "_zm";
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}
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if (cur_weapon != weapon_to_keep)
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if (cur_melee != melee_to_keep)
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{
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current_weapon = self getcurrentweapon();
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self takeweapon(cur_melee);
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self takeweapon("held_" + cur_melee);
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self giveweapon(melee_to_keep);
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self set_player_melee_weapon(melee_to_keep);
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self giveweapon("held_" + melee_to_keep);
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if (!self hasweapon("equip_dieseldrone_zm"))
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{
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{
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self takeweapon(cur_weapon);
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self setactionslot(2, "weapon", "held_" + melee_to_keep);
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self giveweapon(weapon_to_keep);
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}
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self set_player_melee_weapon(weapon_to_keep);
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if (is_melee_weapon(current_weapon))
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{
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self switchtoweapon("held_" + melee_to_keep);
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}
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}
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}
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}
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