mirror of
https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-10 07:08:06 -05:00
Grief: add revives and bleedouts to kill feed
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@ -246,7 +246,7 @@
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* Stunning enemy players steals 10 points from them
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* Downing enemy players awards 5% of their current points
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* Landing on top of an enemy player downs them
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* Added player kill feed
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* Added kill feed (includes downs, revives, and bleedouts)
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* Added player kills on scoreboard
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* Announcer audio always plays
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* Last player alive audio only plays for the player who is alive instead of every player on the team
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@ -167,6 +167,7 @@ grief_onplayerconnect()
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self [[ level.givecustomcharacters ]]();
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self thread on_player_downed();
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self thread on_player_bleedout();
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self thread on_player_revived();
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self.killsconfirmed = 0;
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}
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@ -197,15 +198,35 @@ on_player_bleedout()
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{
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self waittill( "bled_out" );
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self bleedout_feed();
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level thread update_players_on_bleedout( self );
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}
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}
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on_player_revived()
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{
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self endon( "disconnect" );
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while(1)
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{
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self waittill( "player_revived", reviver );
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self revive_feed( reviver );
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}
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}
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kill_feed()
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{
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if(isDefined(self.last_griefed_by))
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{
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self.last_griefed_by.attacker.killsconfirmed++;
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// show weapon icon for impact damage
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if(self.last_griefed_by.meansofdeath == "MOD_IMPACT")
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{
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self.last_griefed_by.meansofdeath = "MOD_UNKNOWN";
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}
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obituary(self, self.last_griefed_by.attacker, self.last_griefed_by.weapon, self.last_griefed_by.meansofdeath);
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}
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else
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@ -214,6 +235,19 @@ kill_feed()
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}
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}
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bleedout_feed()
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{
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obituary(self, self, "none", "MOD_CRUSH");
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}
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revive_feed(reviver)
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{
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if(isDefined(reviver) && reviver != self)
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{
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obituary(self, reviver, level.revive_tool, "MOD_IMPACT");
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}
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}
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add_grief_downed_score()
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{
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if(isDefined(self.score_lost_when_downed) && isDefined(self.last_griefed_by) && is_player_valid(self.last_griefed_by.attacker))
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@ -957,12 +991,6 @@ stun_score_steal(attacker, score)
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store_player_damage_info(attacker, weapon, meansofdeath)
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{
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// show weapon icon for impact damage
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if(meansofdeath == "MOD_IMPACT")
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{
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meansofdeath = "MOD_UNKNOWN";
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}
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self.last_griefed_by = spawnStruct();
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self.last_griefed_by.attacker = attacker;
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self.last_griefed_by.weapon = weapon;
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