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BO2-Reimagined/scripts/zm/replaced/_zm_ai_avogadro.gsc
2023-04-13 16:42:04 -07:00

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\animscripts\zm_utility;
#include maps\mp\zombies\_zm_ai_avogadro;
#include maps\mp\_visionset_mgr;
#include maps\mp\zombies\_zm;
#include maps\mp\zombies\_zm_spawner;
#include maps\mp\zombies\_zm_ai_basic;
#include maps\mp\zm_transit_bus;
#include maps\mp\animscripts\zm_shared;
#include maps\mp\zombies\_zm_zonemgr;
#include maps\mp\zombies\_zm_laststand;
#include maps\mp\zombies\_zm_stats;
#include maps\mp\zombies\_zm_weap_riotshield;
check_range_attack()
{
enemy = self.favoriteenemy;
if ( isdefined( enemy ) )
{
vec_enemy = enemy.origin - self.origin;
dist_sq = lengthsquared( vec_enemy );
if ( dist_sq > 4096 && dist_sq < 360000 )
{
vec_facing = anglestoforward( self.angles );
norm_facing = vectornormalize( vec_facing );
norm_enemy = vectornormalize( vec_enemy );
dot = vectordot( norm_facing, norm_enemy );
if ( dot > 0.99 )
{
enemy_eye_pos = enemy geteye();
eye_pos = self geteye();
passed = bullettracepassed( eye_pos, enemy_eye_pos, 0, undefined );
if ( passed )
return true;
}
}
}
return false;
}