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BO2-Reimagined/scripts/zm/replaced/_zm_melee_weapon.gsc

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#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);
if (scripts\zm\_zm_reimagined::is_held_melee_weapon_offhand_melee(weapon_name))
{
precacheitem("held_" + weapon_name + "_offhand");
}
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);
self takeweapon("held_" + 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 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 setweaponammoclip(new_ballistic, ballistic_ammo_clip);
self setweaponammostock(new_ballistic, ballistic_ammo_stock);
self seteverhadweaponall(1);
}
self giveweapon("held_" + weapon_name);
if (!self hasweapon("time_bomb_zm") && !self hasweapon("time_bomb_detonator_zm"))
{
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();
}
melee_weapon_think(weapon_name, cost, flourish_fn, vo_dialog_id, flourish_weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name)
{
self.first_time_triggered = 0;
if (isdefined(self.stub))
{
self endon("kill_trigger");
if (isdefined(self.stub.first_time_triggered))
self.first_time_triggered = self.stub.first_time_triggered;
weapon_name = self.stub.weapon_name;
cost = self.stub.cost;
flourish_fn = self.stub.flourish_fn;
vo_dialog_id = self.stub.vo_dialog_id;
flourish_weapon_name = self.stub.flourish_weapon_name;
ballistic_weapon_name = self.stub.ballistic_weapon_name;
ballistic_upgraded_weapon_name = self.stub.ballistic_upgraded_weapon_name;
players = getplayers();
if (!(isdefined(level._allow_melee_weapon_switching) && level._allow_melee_weapon_switching))
{
for (i = 0; i < players.size; i++)
{
if (!players[i] player_can_see_weapon_prompt(weapon_name))
self setinvisibletoplayer(players[i]);
}
}
}
for (;;)
{
self waittill("trigger", player);
if (!is_player_valid(player))
{
player thread ignore_triggers(0.5);
continue;
}
if (player in_revive_trigger())
{
wait 0.1;
continue;
}
if (player isthrowinggrenade())
{
wait 0.1;
continue;
}
if (player.is_drinking > 0)
{
wait 0.1;
continue;
}
if (player hasweapon(weapon_name) || player hasweapon("held_" + weapon_name) || player has_powerup_weapon())
{
wait 0.1;
continue;
}
if (player isswitchingweapons())
{
wait 0.1;
continue;
}
current_weapon = player getcurrentweapon();
if (is_placeable_mine(current_weapon) || is_equipment(current_weapon) || player has_powerup_weapon())
{
wait 0.1;
continue;
}
if (player maps\mp\zombies\_zm_laststand::player_is_in_laststand() || isdefined(player.intermission) && player.intermission)
{
wait 0.1;
continue;
}
player_has_weapon = player hasweapon(weapon_name);
if (!player_has_weapon)
{
cost = self.stub.cost;
if (player maps\mp\zombies\_zm_pers_upgrades_functions::is_pers_double_points_active())
cost = int(cost / 2);
if (player.score >= cost)
{
if (self.first_time_triggered == 0)
{
model = getent(self.target, "targetname");
if (isdefined(model))
model thread melee_weapon_show(player);
else if (isdefined(self.clientfieldname))
level setclientfield(self.clientfieldname, 1);
self.first_time_triggered = 1;
if (isdefined(self.stub))
self.stub.first_time_triggered = 1;
}
player maps\mp\zombies\_zm_score::minus_to_player_score(cost, 1);
bbprint("zombie_uses", "playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type %s", player.name, player.score, level.round_number, cost, weapon_name, self.origin, "weapon");
player thread give_melee_weapon(vo_dialog_id, flourish_weapon_name, weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name, flourish_fn, self);
}
else
{
play_sound_on_ent("no_purchase");
player maps\mp\zombies\_zm_audio::create_and_play_dialog("general", "no_money_weapon", undefined, 1);
}
continue;
}
if (!(isdefined(level._allow_melee_weapon_switching) && level._allow_melee_weapon_switching))
self setinvisibletoplayer(player);
}
}