#include clientscripts\mp\zombies\_zm_weapons; #include clientscripts\mp\_utility; #include clientscripts\mp\zombies\_zm_utility; wallbuy_player_connect(localclientnum) { keys = getarraykeys(level._active_wallbuys); if (isdefined(level.createfx_enabled) && level.createfx_enabled) return; for (i = 0; i < keys.size; i++) { wallbuy = level._active_wallbuys[keys[i]]; fx = level._effect["m14_zm_fx"]; if (wallbuy.targetname == "buildable_wallbuy") fx = level._effect["dynamic_wallbuy_fx"]; else if (isdefined(level._effect[wallbuy.zombie_weapon_upgrade + "_fx"])) fx = level._effect[wallbuy.zombie_weapon_upgrade + "_fx"]; wallbuy.fx[localclientnum] = playfx(localclientnum, fx, wallbuy.origin, anglestoforward(wallbuy.angles), anglestoup(wallbuy.angles), 0.1); target_struct = getstruct(wallbuy.target, "targetname"); if (wallbuy.targetname == "buildable_wallbuy") continue; target_model = spawn_weapon_model(localclientnum, wallbuy.zombie_weapon_upgrade, target_struct.model, target_struct.origin, target_struct.angles); target_model hide(); target_model.parent_struct = target_struct; target_model offset_model(wallbuy.zombie_weapon_upgrade); wallbuy.models[localclientnum] = target_model; } } wallbuy_callback_idx(localclientnum, oldval, newval, bnewent, binitialsnap, fieldname, bwasdemojump) { basefield = getsubstr(fieldname, 0, fieldname.size - 4); struct = level._active_wallbuys[basefield]; if (newval == 0) { if (isdefined(struct.models[localclientnum])) struct.models[localclientnum] hide(); } else if (newval > 0) { weaponname = level.buildable_wallbuy_weapons[newval - 1]; if (!isdefined(struct.models)) struct.models = []; if (!isdefined(struct.models[localclientnum])) { target_struct = getstruct(struct.target, "targetname"); model = undefined; if (isdefined(level.buildable_wallbuy_weapon_models[weaponname])) model = level.buildable_wallbuy_weapon_models[weaponname]; angles = target_struct.angles; if (isdefined(level.buildable_wallbuy_weapon_angles[weaponname])) { switch (level.buildable_wallbuy_weapon_angles[weaponname]) { case 90: angles = vectortoangles(anglestoright(angles)); break; case 180: angles = vectortoangles(anglestoforward(angles) * -1); break; case 270: angles = vectortoangles(anglestoright(angles) * -1); break; } } target_model = spawn_weapon_model(localclientnum, weaponname, model, target_struct.origin, angles); target_model hide(); target_model.parent_struct = target_struct; target_model offset_model(weaponname); struct.models[localclientnum] = target_model; if (isdefined(struct.fx[localclientnum])) { stopfx(localclientnum, struct.fx[localclientnum]); struct.fx[localclientnum] = undefined; } fx = level._effect["m14_zm_fx"]; if (isdefined(level._effect[weaponname + "_fx"])) fx = level._effect[weaponname + "_fx"]; struct.fx[localclientnum] = playfx(localclientnum, fx, struct.origin, anglestoforward(struct.angles), anglestoup(struct.angles), 0.1); level notify("wallbuy_updated"); } } } offset_model(weaponname) { model_offset = (0, 0, 0); if (weaponname == "saritch_zm") { model_offset = (7, 0, 0); } else if (weaponname == "insas_zm") { model_offset = (3, 0, 1); } else if (weaponname == "vector_zm") { model_offset = (7, 0, 3); } self.parent_struct.origin += (anglestoforward(self.parent_struct.angles) * model_offset[0]) + (anglestoright(self.parent_struct.angles) * model_offset[1]) + (anglestoup(self.parent_struct.angles) * model_offset[2]); }