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BO2-Reimagined/scripts/zm/zm_highrise/zm_highrise_reimagined.gsc
2023-03-09 21:27:28 -08:00

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#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include scripts\zm\replaced\zm_highrise_classic;
#include scripts\zm\replaced\_zm_chugabud;
#include scripts\zm\replaced\_zm_equip_springpad;
#include scripts\zm\replaced\_zm_banking;
#include scripts\zm\replaced\_zm_weapon_locker;
main()
{
replaceFunc(maps\mp\zm_highrise_gamemodes::init, scripts\zm\replaced\zm_highrise_gamemodes::init);
replaceFunc(maps\mp\zm_highrise_classic::insta_kill_player, scripts\zm\replaced\zm_highrise_classic::insta_kill_player);
replaceFunc(maps\mp\zombies\_zm_chugabud::chugabud_bleed_timeout, scripts\zm\replaced\_zm_chugabud::chugabud_bleed_timeout);
replaceFunc(maps\mp\zombies\_zm_equip_springpad::springpadthink, scripts\zm\replaced\_zm_equip_springpad::springpadthink);
replaceFunc(maps\mp\zombies\_zm_banking::init, scripts\zm\replaced\_zm_banking::init);
replaceFunc(maps\mp\zombies\_zm_banking::bank_deposit_box, scripts\zm\replaced\_zm_banking::bank_deposit_box);
replaceFunc(maps\mp\zombies\_zm_banking::bank_deposit_unitrigger, scripts\zm\replaced\_zm_banking::bank_deposit_unitrigger);
replaceFunc(maps\mp\zombies\_zm_banking::bank_withdraw_unitrigger, scripts\zm\replaced\_zm_banking::bank_withdraw_unitrigger);
replaceFunc(maps\mp\zombies\_zm_weapon_locker::triggerweaponslockerisvalidweaponpromptupdate, scripts\zm\replaced\_zm_weapon_locker::triggerweaponslockerisvalidweaponpromptupdate);
}
init()
{
level.zombie_init_done = ::zombie_init_done;
level.special_weapon_magicbox_check = ::highrise_special_weapon_magicbox_check;
level.check_for_valid_spawn_near_team_callback = ::highrise_respawn_override;
slipgun_change_ammo();
level thread elevator_solo_revive_fix();
}
zombie_init_done()
{
self.allowpain = 0;
self.zombie_path_bad = 0;
self thread maps\mp\zm_highrise_distance_tracking::escaped_zombies_cleanup_init();
self thread maps\mp\zm_highrise::elevator_traverse_watcher();
if ( self.classname == "actor_zm_highrise_basic_03" )
{
health_bonus = int( self.maxhealth * 0.05 );
self.maxhealth += health_bonus;
if ( self.headmodel == "c_zom_zombie_chinese_head3_helmet" )
{
self.maxhealth += health_bonus;
}
self.health = self.maxhealth;
}
self setphysparams( 15, 0, 64 );
}
highrise_special_weapon_magicbox_check(weapon)
{
return 1;
}
highrise_respawn_override( revivee, return_struct )
{
players = array_randomize(get_players());
spawn_points = maps\mp\gametypes_zm\_zm_gametype::get_player_spawns_for_gametype();
if ( spawn_points.size == 0 )
{
return undefined;
}
for ( i = 0; i < players.size; i++ )
{
if ( is_player_valid( players[ i ], undefined, 1 ) && players[ i ] != self )
{
for ( j = 0; j < spawn_points.size; j++ )
{
if ( isDefined( spawn_points[ j ].script_noteworthy ) )
{
zone = level.zones[ spawn_points[ j ].script_noteworthy ];
for ( k = 0; k < zone.volumes.size; k++ )
{
if ( players[ i ] istouching( zone.volumes[ k ] ) )
{
closest_group = j;
spawn_location = maps\mp\zombies\_zm::get_valid_spawn_location( revivee, spawn_points, closest_group, return_struct );
if ( isDefined( spawn_location ) )
{
return spawn_location;
}
}
}
}
}
}
}
}
slipgun_change_ammo()
{
foreach (buildable in level.zombie_include_buildables)
{
if(IsDefined(buildable.name) && buildable.name == "slipgun_zm")
{
buildable.onbuyweapon = ::onbuyweapon_slipgun;
return;
}
}
}
onbuyweapon_slipgun( player )
{
player givestartammo( self.stub.weaponname );
player switchtoweapon( self.stub.weaponname );
player scripts\zm\_zm_reimagined::change_weapon_ammo(self.stub.weaponname);
level notify( "slipgun_bought", player );
}
elevator_solo_revive_fix()
{
if (!(is_classic() && level.scr_zm_map_start_location == "rooftop"))
{
return;
}
flag_wait( "start_zombie_round_logic" );
if (!flag("solo_game"))
{
return;
}
flag_wait( "perks_ready" );
flag_wait( "initial_blackscreen_passed" );
wait 1;
revive_elevator = undefined;
foreach (elevator in level.elevators)
{
if (elevator.body.perk_type == "vending_revive")
{
revive_elevator = elevator;
break;
}
}
revive_elevator.body.elevator_stop = 1;
revive_elevator.body.lock_doors = 1;
revive_elevator.body maps\mp\zm_highrise_elevators::perkelevatordoor(0);
flag_wait( "power_on" );
revive_elevator.body.elevator_stop = 0;
revive_elevator.body.lock_doors = 0;
revive_elevator.body maps\mp\zm_highrise_elevators::perkelevatordoor(1);
}