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

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#include maps\mp\zombies\_zm_riotshield;
#include maps\mp\_utility;
#include maps\mp\zombies\_zm_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_weap_riotshield;
#include maps\mp\zombies\_zm_buildables;
#include maps\mp\zombies\_zm_equipment;
#include maps\mp\zombies\_zm_weapons;
doriotshielddeploy( origin, angles )
{
self endon( "death" );
self endon( "disconnect" );
self endon( "start_riotshield_deploy" );
self notify( "deployed_riotshield" );
self maps\mp\zombies\_zm_buildables::track_placed_buildables( level.riotshield_name );
if ( isdefined( self.current_equipment ) && self.current_equipment == level.riotshield_name )
self maps\mp\zombies\_zm_equipment::equipment_to_deployed( level.riotshield_name );
zoffset = level.riotshield_placement_zoffset;
shield_ent = self spawnriotshieldcover( origin + ( 0, 0, zoffset ), angles );
item_ent = deployriotshield( self, shield_ent );
primaries = self getweaponslistprimaries();
self maps\mp\zombies\_zm_weapons::switch_back_primary_weapon(self.riotshield_prev_wep);
if ( isdefined( level.equipment_planted ) )
self [[ level.equipment_planted ]]( shield_ent, level.riotshield_name, self );
if ( isdefined( level.equipment_safe_to_drop ) )
{
if ( !self [[ level.equipment_safe_to_drop ]]( shield_ent ) )
{
self notify( "destroy_riotshield" );
shield_ent delete();
item_ent delete();
return;
}
}
self.riotshieldretrievetrigger = item_ent;
self.riotshieldentity = shield_ent;
self thread watchdeployedriotshieldents();
self thread deleteshieldondamage( self.riotshieldentity );
self thread deleteshieldmodelonweaponpickup( self.riotshieldretrievetrigger );
self thread deleteriotshieldonplayerdeath();
self thread watchshieldtriggervisibility( self.riotshieldretrievetrigger );
self.riotshieldentity thread watchdeployedriotshielddamage();
return shield_ent;
}
trackriotshield()
{
self endon( "death" );
self endon( "disconnect" );
self.hasriotshield = self hasweapon( level.riotshield_name );
self.hasriotshieldequipped = self getcurrentweapon() == level.riotshield_name;
self.shield_placement = 0;
if ( self.hasriotshield )
{
if ( self.hasriotshieldequipped )
{
self.shield_placement = 1;
self updateriotshieldmodel();
}
else
{
self.shield_placement = 2;
self updateriotshieldmodel();
}
}
for (;;)
{
self waittill( "weapon_change", newweapon );
foreach (wep in self getWeaponsListPrimaries())
{
if (wep == newweapon)
{
self.riotshield_prev_wep = newweapon;
break;
}
}
if ( newweapon == level.riotshield_name )
{
if ( self.hasriotshieldequipped )
continue;
if ( isdefined( self.riotshieldentity ) )
self notify( "destroy_riotshield" );
self.shield_placement = 1;
self updateriotshieldmodel();
self.hasriotshield = 1;
self.hasriotshieldequipped = 1;
continue;
}
if ( self ismantling() && newweapon == "none" )
continue;
if ( self.hasriotshieldequipped )
{
assert( self.hasriotshield );
self.hasriotshield = self hasweapon( level.riotshield_name );
if ( isdefined( self.riotshield_hidden ) && self.riotshield_hidden )
{
}
else if ( self.hasriotshield )
self.shield_placement = 2;
else if ( isdefined( self.shield_ent ) )
assert( self.shield_placement == 3 );
else
self.shield_placement = 0;
self updateriotshieldmodel();
self.hasriotshieldequipped = 0;
continue;
}
if ( self.hasriotshield )
{
if ( !self hasweapon( level.riotshield_name ) )
{
self.shield_placement = 0;
self updateriotshieldmodel();
self.hasriotshield = 0;
}
continue;
}
if ( self hasweapon( level.riotshield_name ) )
{
self.shield_placement = 2;
self updateriotshieldmodel();
self.hasriotshield = 1;
}
}
}