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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-07 21:59:49 -05:00
BO2-Reimagined/scripts/zm/replaced/_zm_weapons.csc
2024-04-09 20:28:54 -07:00

212 lines
6.5 KiB
Plaintext

#include clientscripts\mp\zombies\_zm_weapons;
#include clientscripts\mp\_utility;
#include clientscripts\mp\zombies\_zm_utility;
init()
{
spawn_list = [];
spawnable_weapon_spawns = getstructarray("weapon_upgrade", "targetname");
spawnable_weapon_spawns = arraycombine(spawnable_weapon_spawns, getstructarray("bowie_upgrade", "targetname"), 1, 0);
spawnable_weapon_spawns = arraycombine(spawnable_weapon_spawns, getstructarray("sickle_upgrade", "targetname"), 1, 0);
spawnable_weapon_spawns = arraycombine(spawnable_weapon_spawns, getstructarray("tazer_upgrade", "targetname"), 1, 0);
spawnable_weapon_spawns = arraycombine(spawnable_weapon_spawns, getstructarray("buildable_wallbuy", "targetname"), 1, 0);
if (!level.headshots_only)
spawnable_weapon_spawns = arraycombine(spawnable_weapon_spawns, getstructarray("claymore_purchase", "targetname"), 1, 0);
location = level.scr_zm_map_start_location;
if ((location == "default" || location == "") && isdefined(level.default_start_location))
location = level.default_start_location;
match_string = level.scr_zm_ui_gametype + "_" + location;
match_string_plus_space = " " + match_string;
for (i = 0; i < spawnable_weapon_spawns.size; i++)
{
spawnable_weapon = spawnable_weapon_spawns[i];
if (isdefined(spawnable_weapon.zombie_weapon_upgrade) && spawnable_weapon.zombie_weapon_upgrade == "sticky_grenade_zm" && is_true(level.headshots_only))
continue;
if (!isdefined(spawnable_weapon.script_noteworthy) || spawnable_weapon.script_noteworthy == "")
{
spawn_list[spawn_list.size] = spawnable_weapon;
continue;
}
matches = strtok(spawnable_weapon.script_noteworthy, ",");
for (j = 0; j < matches.size; j++)
{
if (matches[j] == match_string || matches[j] == match_string_plus_space)
spawn_list[spawn_list.size] = spawnable_weapon;
}
}
level._active_wallbuys = [];
for (i = 0; i < spawn_list.size; i++)
{
spawn_list[i].script_label = spawn_list[i].zombie_weapon_upgrade + "_" + spawn_list[i].origin;
level._active_wallbuys[spawn_list[i].script_label] = spawn_list[i];
numbits = 2;
if (isdefined(level._wallbuy_override_num_bits))
numbits = level._wallbuy_override_num_bits;
registerclientfield("world", spawn_list[i].script_label, 1, numbits, "int", ::wallbuy_callback, 0);
target_struct = getstruct(spawn_list[i].target, "targetname");
if (spawn_list[i].targetname == "buildable_wallbuy")
{
bits = 4;
if (isdefined(level.buildable_wallbuy_weapons))
bits = getminbitcountfornum(level.buildable_wallbuy_weapons.size + 1);
registerclientfield("world", spawn_list[i].script_label + "_idx", 12000, bits, "int", ::wallbuy_callback_idx, 0);
}
}
onplayerconnect_callback(::wallbuy_player_connect);
}
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]];
if (isdefined(wallbuy.script_string) && wallbuy.script_string == "bus_buyable_weapon1")
{
continue;
}
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];
origin = target_struct.origin;
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;
}
}
if (isdefined(level.buildable_wallbuy_weapon_offsets[weaponname]))
{
offset = level.buildable_wallbuy_weapon_offsets[weaponname];
origin += (anglestoforward(angles) * offset[0]) + (anglestoright(angles) * offset[1]) + (anglestoup(angles) * offset[2]);
}
target_model = spawn_weapon_model(localclientnum, weaponname, model, origin, angles);
target_model hide();
target_model.parent_struct = target_struct;
target_model.parent_struct.origin = origin;
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, origin, anglestoforward(angles), anglestoup(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 = (6.5, 0, 2);
}
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]);
}