#include maps\mp\zombies\_zm_melee_weapon; #include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\zombies\_zm_weapons; init( weapon_name, flourish_weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name, cost, wallbuy_targetname, hint_string, vo_dialog_id, flourish_fn ) { precacheitem( weapon_name ); precacheitem( flourish_weapon_name ); precacheitem( "held_" + weapon_name ); add_melee_weapon( weapon_name, flourish_weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name, cost, wallbuy_targetname, hint_string, vo_dialog_id, flourish_fn ); melee_weapon_triggers = getentarray( wallbuy_targetname, "targetname" ); for ( i = 0; i < melee_weapon_triggers.size; i++ ) { knife_model = getent( melee_weapon_triggers[i].target, "targetname" ); if ( isdefined( knife_model ) ) knife_model hide(); melee_weapon_triggers[i] thread melee_weapon_think( weapon_name, cost, flourish_fn, vo_dialog_id, flourish_weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name ); if ( !( isdefined( level.monolingustic_prompt_format ) && level.monolingustic_prompt_format ) ) { melee_weapon_triggers[i] sethintstring( hint_string, cost ); cursor_hint = "HINT_WEAPON"; cursor_hint_weapon = weapon_name; melee_weapon_triggers[i] setcursorhint( cursor_hint, cursor_hint_weapon ); } else { weapon_display = get_weapon_display_name( weapon_name ); hint_string = &"ZOMBIE_WEAPONCOSTONLY"; melee_weapon_triggers[i] sethintstring( hint_string, weapon_display, cost ); cursor_hint = "HINT_WEAPON"; cursor_hint_weapon = weapon_name; melee_weapon_triggers[i] setcursorhint( cursor_hint, cursor_hint_weapon ); } melee_weapon_triggers[i] usetriggerrequirelookat(); } melee_weapon_structs = getstructarray( wallbuy_targetname, "targetname" ); for ( i = 0; i < melee_weapon_structs.size; i++ ) prepare_stub( melee_weapon_structs[i].trigger_stub, weapon_name, flourish_weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name, cost, wallbuy_targetname, hint_string, vo_dialog_id, flourish_fn ); register_melee_weapon_for_level( weapon_name ); if ( !isdefined( level.ballistic_weapon_name ) ) level.ballistic_weapon_name = []; level.ballistic_weapon_name[weapon_name] = ballistic_weapon_name; if ( !isdefined( level.ballistic_upgraded_weapon_name ) ) level.ballistic_upgraded_weapon_name = []; level.ballistic_upgraded_weapon_name[weapon_name] = ballistic_upgraded_weapon_name; } prepare_stub( stub, weapon_name, flourish_weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name, cost, wallbuy_targetname, hint_string, vo_dialog_id, flourish_fn ) { if ( isdefined( stub ) ) { if ( !( isdefined( level.monolingustic_prompt_format ) && level.monolingustic_prompt_format ) ) { stub.hint_string = hint_string; stub.cursor_hint = "HINT_WEAPON"; stub.cursor_hint_weapon = weapon_name; } else { stub.hint_parm1 = get_weapon_display_name( weapon_name ); stub.hint_parm2 = cost; stub.hint_string = &"ZOMBIE_WEAPONCOSTONLY"; stub.cursor_hint = "HINT_WEAPON"; stub.cursor_hint_weapon = weapon_name; } stub.cost = cost; stub.weapon_name = weapon_name; stub.vo_dialog_id = vo_dialog_id; stub.flourish_weapon_name = flourish_weapon_name; stub.ballistic_weapon_name = ballistic_weapon_name; stub.ballistic_upgraded_weapon_name = ballistic_upgraded_weapon_name; stub.trigger_func = ::melee_weapon_think; stub.flourish_fn = flourish_fn; } } change_melee_weapon(weapon_name, current_weapon) { current_melee_weapon = self get_player_melee_weapon(); if (isDefined(current_melee_weapon) && current_melee_weapon != weapon_name) { self takeweapon(current_melee_weapon); unacquire_weapon_toggle(current_melee_weapon); } self set_player_melee_weapon(weapon_name); had_ballistic = 0; had_ballistic_upgraded = 0; ballistic_was_primary = 0; old_ballistic = undefined; ballistic_ammo_clip = 0; ballistic_ammo_stock = 0; primaryweapons = self getweaponslistprimaries(); i = 0; while (i < primaryweapons.size) { primary_weapon = primaryweapons[i]; if (issubstr(primary_weapon, "knife_ballistic_")) { had_ballistic = 1; if (primary_weapon == current_weapon) { ballistic_was_primary = 1; } old_ballistic = primary_weapon; ballistic_ammo_clip = self getWeaponAmmoClip(primary_weapon); ballistic_ammo_stock = self getWeaponAmmoStock(primary_weapon); self notify("zmb_lost_knife"); self takeweapon(primary_weapon); unacquire_weapon_toggle(primary_weapon); if (issubstr(primary_weapon, "upgraded")) { had_ballistic_upgraded = 1; } } i++; } if (had_ballistic) { if (had_ballistic_upgraded) { new_ballistic = level.ballistic_upgraded_weapon_name[weapon_name]; if (ballistic_was_primary) { current_weapon = new_ballistic; } self giveweapon(new_ballistic, 0, self maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options(new_ballistic)); } else { new_ballistic = level.ballistic_weapon_name[weapon_name]; if (ballistic_was_primary) { current_weapon = new_ballistic; } self giveweapon(new_ballistic, 0); } self giveMaxAmmo(new_ballistic); self seteverhadweaponall(1); } self giveweapon("held_" + weapon_name); self setactionslot(2, "weapon", "held_" + weapon_name); return current_weapon; } give_melee_weapon(vo_dialog_id, flourish_weapon_name, weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name, flourish_fn, trigger) { if (isdefined(flourish_fn)) self thread [[flourish_fn]](); self thread do_melee_weapon_change(weapon_name); self.pre_temp_weapon = self do_melee_weapon_flourish_begin(flourish_weapon_name); self maps\mp\zombies\_zm_audio::create_and_play_dialog("weapon_pickup", vo_dialog_id); self waittill_any("fake_death", "death", "player_downed", "weapon_change_complete"); self do_melee_weapon_flourish_end(self.pre_temp_weapon, flourish_weapon_name, weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name); if (self maps\mp\zombies\_zm_laststand::player_is_in_laststand() || isdefined(self.intermission) && self.intermission) return; self.pre_temp_weapon = undefined; if (!(isdefined(level._allow_melee_weapon_switching) && level._allow_melee_weapon_switching)) { if (isdefined(trigger)) trigger setinvisibletoplayer(self); self trigger_hide_all(); } } do_melee_weapon_change(weapon_name) { self endon("disconnect"); self endon("death"); self endon("fake_death"); self endon("player_downed"); self waittill_any("weapon_change", "weapon_change_complete"); self giveweapon(weapon_name); self.pre_temp_weapon = change_melee_weapon(weapon_name, self.pre_temp_weapon); } do_melee_weapon_flourish_end(gun, flourish_weapon_name, weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name) { assert(!is_zombie_perk_bottle(gun)); assert(gun != level.revive_tool); self enable_player_move_states(); self takeweapon(flourish_weapon_name); if (self maps\mp\zombies\_zm_laststand::player_is_in_laststand() || isdefined(self.intermission) && self.intermission) { self.lastactiveweapon = self.pre_temp_weapon; return; } if (self is_multiple_drinking()) { self decrement_is_drinking(); return; } else if (is_melee_weapon(gun)) { self switchtoweapon("held_" + weapon_name); self decrement_is_drinking(); return; } else if (gun != "none" && !is_placeable_mine(gun) && !is_equipment(gun)) self switchtoweapon(gun); else { primaryweapons = self getweaponslistprimaries(); if (isdefined(primaryweapons) && primaryweapons.size > 0) self switchtoweapon(primaryweapons[0]); } self waittill("weapon_change_complete"); if (!self maps\mp\zombies\_zm_laststand::player_is_in_laststand() && !(isdefined(self.intermission) && self.intermission)) self decrement_is_drinking(); }