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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-07-06 03:49:34 -05:00

Blundergat Upgrade: does knuckle crack anim

This commit is contained in:
Jbleezy
2023-04-05 23:59:09 -07:00
parent 2852da8ddc
commit fbf8fbcdac
2 changed files with 7 additions and 11 deletions

View File

@ -431,7 +431,9 @@
* Fixed an issue where each chop would only damage entities that were touching the damage trigger during the previous chop
### Blundergat Upgrade
* Buildable table trigger requires look at
* Does knuckle crack animation on conversion
* Requires player's current weapon to be the Blundergat to convert
* Requires player to be looking at the table to use
### Maxis Drone
* Kills on any round in 1-4 shots (normally does 12000 damage max)

View File

@ -42,13 +42,6 @@ blundergat_upgrade_station()
continue;
}
str_valid_weapon = undefined;
if ( player hasweapon( "blundergat_zm" ) )
str_valid_weapon = "blundergat_zm";
else if ( player hasweapon( "blundergat_upgraded_zm" ) )
str_valid_weapon = "blundergat_upgraded_zm";
if (player.score < t_upgrade.cost)
{
self play_sound_on_ent( "no_purchase" );
@ -56,12 +49,13 @@ blundergat_upgrade_station()
continue;
}
if ( isdefined( str_valid_weapon ) )
str_valid_weapon = player getcurrentweapon();
if ( str_valid_weapon == "blundergat_zm" || str_valid_weapon == "blundergat_upgraded_zm" )
{
player maps\mp\zombies\_zm_score::minus_to_player_score( t_upgrade.cost );
t_upgrade play_sound_on_ent( "purchase" );
player takeweapon( str_valid_weapon );
player thread maps\mp\zombies\_zm_perks::do_knuckle_crack();
player.is_pack_splatting = 1;
t_upgrade setinvisibletoall();
m_converter.worldgun = spawn_weapon_model( str_valid_weapon, undefined, m_converter.v_weapon_origin, m_converter.v_weapon_angles );
@ -71,7 +65,7 @@ blundergat_upgrade_station()
if ( isdefined( player ) )
{
t_upgrade setvisibletoplayer( player );
t_upgrade thread wait_for_player_to_take( player, str_valid_weapon );
t_upgrade thread maps\mp\zm_alcatraz_utility::wait_for_player_to_take( player, str_valid_weapon );
}
t_upgrade thread wait_for_timeout();