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BO2-Reimagined/scripts/zm/replaced/_zm_ai_mechz.csc

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#include clientscripts\mp\zombies\_zm_ai_mechz;
#include clientscripts\mp\_utility;
#include clientscripts\mp\zombies\_zm_utility;
mechzfootstepcbfunc(localclientnum, pos, surface, notetrack, bone)
{
players = getlocalplayers();
for (i = 0; i < players.size; i++)
{
if (!players[i] isplayer())
continue;
n_distance = distance2d(self.origin, players[i].origin);
if (abs(self.origin[2] - players[i].origin[2]) < 100 && n_distance < 1500)
{
rumble = "shotgun_fire";
if (n_distance <= 750)
{
rumble = "mechz_footsteps";
}
if (!is_true(players[i].mechz_camshake))
{
players[i] earthquake(0.25, 0.1, self.origin, 1500);
players[i] thread prevent_camshake_stacking();
}
playerlocalclientnum = players[i] getlocalclientnumber();
if (isdefined(playerlocalclientnum))
playrumbleonposition(playerlocalclientnum, rumble, self.origin);
}
}
if (bone == "j_ball_ri")
playfxontag(localclientnum, level._effect["mech_footstep_steam"], self, "tag_foot_steam_RI");
else if (bone == "j_ball_le")
playfxontag(localclientnum, level._effect["mech_footstep_steam"], self, "tag_foot_steam_LE");
footstepdoeverything();
}