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BO2-Reimagined/scripts/zm/replaced/_zm_perk_electric_cherry.gsc

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#include maps\mp\zombies\_zm_perk_electric_cherry;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\zombies\_zm_net;
#include maps\mp\zombies\_zm_perks;
#include maps\mp\zombies\_zm_score;
#include maps\mp\animscripts\shared;
#include maps\mp\zombies\_zm_ai_basic;
electric_cherry_laststand()
{
visionsetlaststand( "zombie_last_stand", 1 );
if ( isdefined( self ) )
{
playfx( level._effect["electric_cherry_explode"], self.origin );
self playsound( "zmb_cherry_explode" );
self notify( "electric_cherry_start" );
wait 0.05;
a_zombies = get_round_enemy_array();
a_zombies = get_array_of_closest( self.origin, a_zombies, undefined, undefined, 500 );
for ( i = 0; i < a_zombies.size; i++ )
{
if ( isalive( self ) )
{
a_zombies[i] thread electric_cherry_death_fx();
if ( isdefined( self.cherry_kills ) )
self.cherry_kills++;
self maps\mp\zombies\_zm_score::add_to_player_score( 40 );
wait 0.1;
a_zombies[i] dodamage( a_zombies[i].health + 1000, self.origin, self, self, "none" );
}
}
self notify( "electric_cherry_end" );
}
}