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https://github.com/JezuzLizard/BO2-Reimagined.git
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Combat Knife: add model from BO2 MP Add melee wallbuy HUD icons to all maps Fix level.item_meat_name being undefined
258 lines
7.7 KiB
Plaintext
258 lines
7.7 KiB
Plaintext
#include maps\mp\zombies\_zm_melee_weapon;
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#include maps\mp\_utility;
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#include common_scripts\utility;
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#include maps\mp\zombies\_zm_utility;
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#include maps\mp\zombies\_zm_weapons;
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init( weapon_name, flourish_weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name, cost, wallbuy_targetname, hint_string, vo_dialog_id, flourish_fn )
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{
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precacheitem( weapon_name );
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precacheitem( flourish_weapon_name );
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precacheitem( "held_" + weapon_name );
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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 );
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melee_weapon_triggers = getentarray( wallbuy_targetname, "targetname" );
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for ( i = 0; i < melee_weapon_triggers.size; i++ )
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{
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knife_model = getent( melee_weapon_triggers[i].target, "targetname" );
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if ( isdefined( knife_model ) )
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knife_model hide();
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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 );
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if ( !( isdefined( level.monolingustic_prompt_format ) && level.monolingustic_prompt_format ) )
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{
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melee_weapon_triggers[i] sethintstring( hint_string, cost );
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cursor_hint = "HINT_WEAPON";
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cursor_hint_weapon = weapon_name;
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melee_weapon_triggers[i] setcursorhint( cursor_hint, cursor_hint_weapon );
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}
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else
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{
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weapon_display = get_weapon_display_name( weapon_name );
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hint_string = &"ZOMBIE_WEAPONCOSTONLY";
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melee_weapon_triggers[i] sethintstring( hint_string, weapon_display, cost );
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cursor_hint = "HINT_WEAPON";
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cursor_hint_weapon = weapon_name;
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melee_weapon_triggers[i] setcursorhint( cursor_hint, cursor_hint_weapon );
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}
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melee_weapon_triggers[i] usetriggerrequirelookat();
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}
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melee_weapon_structs = getstructarray( wallbuy_targetname, "targetname" );
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for ( i = 0; i < melee_weapon_structs.size; i++ )
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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 );
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register_melee_weapon_for_level( weapon_name );
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if ( !isdefined( level.ballistic_weapon_name ) )
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level.ballistic_weapon_name = [];
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level.ballistic_weapon_name[weapon_name] = ballistic_weapon_name;
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if ( !isdefined( level.ballistic_upgraded_weapon_name ) )
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level.ballistic_upgraded_weapon_name = [];
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level.ballistic_upgraded_weapon_name[weapon_name] = ballistic_upgraded_weapon_name;
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}
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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 )
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{
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if ( isdefined( stub ) )
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{
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if ( !( isdefined( level.monolingustic_prompt_format ) && level.monolingustic_prompt_format ) )
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{
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stub.hint_string = hint_string;
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stub.cursor_hint = "HINT_WEAPON";
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stub.cursor_hint_weapon = weapon_name;
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}
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else
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{
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stub.hint_parm1 = get_weapon_display_name( weapon_name );
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stub.hint_parm2 = cost;
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stub.hint_string = &"ZOMBIE_WEAPONCOSTONLY";
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stub.cursor_hint = "HINT_WEAPON";
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stub.cursor_hint_weapon = weapon_name;
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}
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stub.cost = cost;
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stub.weapon_name = weapon_name;
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stub.vo_dialog_id = vo_dialog_id;
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stub.flourish_weapon_name = flourish_weapon_name;
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stub.ballistic_weapon_name = ballistic_weapon_name;
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stub.ballistic_upgraded_weapon_name = ballistic_upgraded_weapon_name;
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stub.trigger_func = ::melee_weapon_think;
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stub.flourish_fn = flourish_fn;
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}
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}
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change_melee_weapon(weapon_name, current_weapon)
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{
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current_melee_weapon = self get_player_melee_weapon();
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if (isDefined(current_melee_weapon) && current_melee_weapon != weapon_name)
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{
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self takeweapon(current_melee_weapon);
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unacquire_weapon_toggle(current_melee_weapon);
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}
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self set_player_melee_weapon(weapon_name);
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had_ballistic = 0;
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had_ballistic_upgraded = 0;
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ballistic_was_primary = 0;
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old_ballistic = undefined;
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ballistic_ammo_clip = 0;
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ballistic_ammo_stock = 0;
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primaryweapons = self getweaponslistprimaries();
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i = 0;
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while (i < primaryweapons.size)
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{
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primary_weapon = primaryweapons[i];
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if (issubstr(primary_weapon, "knife_ballistic_"))
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{
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had_ballistic = 1;
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if (primary_weapon == current_weapon)
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{
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ballistic_was_primary = 1;
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}
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old_ballistic = primary_weapon;
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ballistic_ammo_clip = self getWeaponAmmoClip(primary_weapon);
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ballistic_ammo_stock = self getWeaponAmmoStock(primary_weapon);
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self notify("zmb_lost_knife");
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self takeweapon(primary_weapon);
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unacquire_weapon_toggle(primary_weapon);
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if (issubstr(primary_weapon, "upgraded"))
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{
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had_ballistic_upgraded = 1;
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}
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}
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i++;
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}
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if (had_ballistic)
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{
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if (had_ballistic_upgraded)
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{
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new_ballistic = level.ballistic_upgraded_weapon_name[weapon_name];
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if (ballistic_was_primary)
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{
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current_weapon = new_ballistic;
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}
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self giveweapon(new_ballistic, 0, self maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options(new_ballistic));
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}
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else
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{
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new_ballistic = level.ballistic_weapon_name[weapon_name];
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if (ballistic_was_primary)
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{
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current_weapon = new_ballistic;
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}
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self giveweapon(new_ballistic, 0);
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}
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self giveMaxAmmo(new_ballistic);
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self seteverhadweaponall(1);
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}
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self giveweapon("held_" + weapon_name);
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self setactionslot(2, "weapon", "held_" + weapon_name);
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return current_weapon;
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}
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give_melee_weapon(vo_dialog_id, flourish_weapon_name, weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name, flourish_fn, trigger)
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{
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if (isdefined(flourish_fn))
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self thread [[flourish_fn]]();
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self thread do_melee_weapon_change(weapon_name);
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self.pre_temp_weapon = self do_melee_weapon_flourish_begin(flourish_weapon_name);
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self maps\mp\zombies\_zm_audio::create_and_play_dialog("weapon_pickup", vo_dialog_id);
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self waittill_any("fake_death", "death", "player_downed", "weapon_change_complete");
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self do_melee_weapon_flourish_end(self.pre_temp_weapon, flourish_weapon_name, weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name);
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if (self maps\mp\zombies\_zm_laststand::player_is_in_laststand() || isdefined(self.intermission) && self.intermission)
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return;
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self.pre_temp_weapon = undefined;
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if (!(isdefined(level._allow_melee_weapon_switching) && level._allow_melee_weapon_switching))
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{
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if (isdefined(trigger))
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trigger setinvisibletoplayer(self);
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self trigger_hide_all();
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}
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}
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do_melee_weapon_change(weapon_name)
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{
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self endon("disconnect");
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self endon("death");
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self endon("fake_death");
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self endon("player_downed");
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self waittill_any("weapon_change", "weapon_change_complete");
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self giveweapon(weapon_name);
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self.pre_temp_weapon = change_melee_weapon(weapon_name, self.pre_temp_weapon);
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}
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do_melee_weapon_flourish_end(gun, flourish_weapon_name, weapon_name, ballistic_weapon_name, ballistic_upgraded_weapon_name)
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{
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assert(!is_zombie_perk_bottle(gun));
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assert(gun != level.revive_tool);
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self enable_player_move_states();
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self takeweapon(flourish_weapon_name);
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if (self maps\mp\zombies\_zm_laststand::player_is_in_laststand() || isdefined(self.intermission) && self.intermission)
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{
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self.lastactiveweapon = self.pre_temp_weapon;
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return;
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}
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if (self is_multiple_drinking())
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{
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self decrement_is_drinking();
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return;
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}
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else if (is_melee_weapon(gun))
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{
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self switchtoweapon("held_" + weapon_name);
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self decrement_is_drinking();
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return;
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}
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else if (gun != "none" && !is_placeable_mine(gun) && !is_equipment(gun))
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self switchtoweapon(gun);
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else
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{
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primaryweapons = self getweaponslistprimaries();
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if (isdefined(primaryweapons) && primaryweapons.size > 0)
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self switchtoweapon(primaryweapons[0]);
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}
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self waittill("weapon_change_complete");
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if (!self maps\mp\zombies\_zm_laststand::player_is_in_laststand() && !(isdefined(self.intermission) && self.intermission))
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self decrement_is_drinking();
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} |