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https://github.com/JezuzLizard/BO2-Reimagined.git
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Blundergat Upgrade: does knuckle crack anim
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@ -431,7 +431,9 @@
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* Fixed an issue where each chop would only damage entities that were touching the damage trigger during the previous chop
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* Fixed an issue where each chop would only damage entities that were touching the damage trigger during the previous chop
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### Blundergat Upgrade
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### Blundergat Upgrade
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* Buildable table trigger requires look at
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* Does knuckle crack animation on conversion
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* Requires player's current weapon to be the Blundergat to convert
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* Requires player to be looking at the table to use
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### Maxis Drone
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### Maxis Drone
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* Kills on any round in 1-4 shots (normally does 12000 damage max)
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* Kills on any round in 1-4 shots (normally does 12000 damage max)
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@ -42,13 +42,6 @@ blundergat_upgrade_station()
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continue;
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continue;
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}
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}
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str_valid_weapon = undefined;
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if ( player hasweapon( "blundergat_zm" ) )
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str_valid_weapon = "blundergat_zm";
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else if ( player hasweapon( "blundergat_upgraded_zm" ) )
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str_valid_weapon = "blundergat_upgraded_zm";
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if (player.score < t_upgrade.cost)
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if (player.score < t_upgrade.cost)
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{
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{
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self play_sound_on_ent( "no_purchase" );
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self play_sound_on_ent( "no_purchase" );
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@ -56,12 +49,13 @@ blundergat_upgrade_station()
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continue;
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continue;
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}
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}
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if ( isdefined( str_valid_weapon ) )
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str_valid_weapon = player getcurrentweapon();
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if ( str_valid_weapon == "blundergat_zm" || str_valid_weapon == "blundergat_upgraded_zm" )
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{
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{
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player maps\mp\zombies\_zm_score::minus_to_player_score( t_upgrade.cost );
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player maps\mp\zombies\_zm_score::minus_to_player_score( t_upgrade.cost );
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t_upgrade play_sound_on_ent( "purchase" );
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t_upgrade play_sound_on_ent( "purchase" );
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player takeweapon( str_valid_weapon );
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player thread maps\mp\zombies\_zm_perks::do_knuckle_crack();
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player.is_pack_splatting = 1;
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player.is_pack_splatting = 1;
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t_upgrade setinvisibletoall();
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t_upgrade setinvisibletoall();
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m_converter.worldgun = spawn_weapon_model( str_valid_weapon, undefined, m_converter.v_weapon_origin, m_converter.v_weapon_angles );
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m_converter.worldgun = spawn_weapon_model( str_valid_weapon, undefined, m_converter.v_weapon_origin, m_converter.v_weapon_angles );
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@ -71,7 +65,7 @@ blundergat_upgrade_station()
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if ( isdefined( player ) )
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if ( isdefined( player ) )
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{
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{
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t_upgrade setvisibletoplayer( player );
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t_upgrade setvisibletoplayer( player );
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t_upgrade thread wait_for_player_to_take( player, str_valid_weapon );
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t_upgrade thread maps\mp\zm_alcatraz_utility::wait_for_player_to_take( player, str_valid_weapon );
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}
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}
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t_upgrade thread wait_for_timeout();
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t_upgrade thread wait_for_timeout();
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