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BO2-Reimagined/scripts/zm/replaced/_zm_perk_random.gsc
2023-12-16 05:38:03 -08:00

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#include maps\mp\zombies\_zm_perk_random;
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\zombies\_zm_score;
#include maps\mp\zombies\_zm_stats;
#include maps\mp\animscripts\zm_utility;
#include maps\mp\zombies\_zm_unitrigger;
#include maps\mp\zombies\_zm_audio;
#include maps\mp\zombies\_zm_perks;
machine_selector()
{
while ( true )
{
level waittill( "random_perk_moving" );
machines = getentarray( "random_perk_machine", "targetname" );
if ( machines.size == 1 )
{
new_machine = machines[0];
new_machine thread machine_think();
continue;
}
do
new_machine = machines[randomint( machines.size )];
while ( new_machine == level.random_perk_start_machine );
level.random_perk_start_machine = new_machine;
new_machine thread machine_think();
}
}
trigger_visible_to_player( player )
{
self setinvisibletoplayer( player );
visible = 1;
if ( isdefined( self.stub.trigger_target.machine_user ) )
{
if ( player != self.stub.trigger_target.machine_user )
visible = 0;
}
else if ( !player can_buy_perk() )
visible = 0;
if ( !visible )
return false;
self setvisibletoplayer( player );
return true;
}
can_buy_perk()
{
if ( isdefined( self.is_drinking ) && self.is_drinking > 0 )
return false;
current_weapon = self getcurrentweapon();
if ( is_equipment_that_blocks_purchase( current_weapon ) )
return false;
if ( self in_revive_trigger() )
return false;
if ( current_weapon == "none" )
return false;
return true;
}