1
0
mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-10 15:17:57 -05:00
Files
BO2-Reimagined/scripts/zm/replaced/zm_tomb.gsc

129 lines
4.3 KiB
Plaintext

#include maps\mp\zm_tomb;
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zm_tomb_utility;
#include maps\mp\zm_tomb_gamemodes;
#include maps\mp\zm_tomb_fx;
#include maps\mp\zm_tomb_ffotd;
#include maps\mp\zm_tomb_tank;
#include maps\mp\zm_tomb_quest_fire;
#include maps\mp\zm_tomb_capture_zones;
#include maps\mp\zm_tomb_teleporter;
#include maps\mp\zm_tomb_giant_robot;
#include maps\mp\zombies\_zm;
#include maps\mp\animscripts\zm_death;
#include maps\mp\zm_tomb_amb;
#include maps\mp\zombies\_zm_ai_mechz;
#include maps\mp\zombies\_zm_ai_quadrotor;
#include maps\mp\zombies\_load;
#include maps\mp\gametypes_zm\_spawning;
#include maps\mp\zm_tomb_vo;
#include maps\mp\zombies\_zm_perk_divetonuke;
#include maps\mp\zombies\_zm_perks;
#include maps\mp\zombies\_zm_perk_electric_cherry;
#include maps\mp\zombies\_zm_weap_one_inch_punch;
#include maps\mp\zombies\_zm_weap_staff_fire;
#include maps\mp\zombies\_zm_weap_staff_water;
#include maps\mp\zombies\_zm_weap_staff_lightning;
#include maps\mp\zombies\_zm_weap_staff_air;
#include maps\mp\zm_tomb_achievement;
#include maps\mp\zm_tomb_distance_tracking;
#include maps\mp\zombies\_zm_magicbox_tomb;
#include maps\mp\zombies\_zm_spawner;
#include maps\mp\zm_tomb_challenges;
#include maps\mp\zombies\_zm_perk_random;
#include maps\mp\_sticky_grenade;
#include maps\mp\zombies\_zm_weap_beacon;
#include maps\mp\zombies\_zm_weap_claymore;
#include maps\mp\zombies\_zm_weap_riotshield_tomb;
#include maps\mp\zombies\_zm_weap_staff_revive;
#include maps\mp\zombies\_zm_weap_cymbal_monkey;
#include maps\mp\zm_tomb_ambient_scripts;
#include maps\mp\zm_tomb_dig;
#include maps\mp\zm_tomb_main_quest;
#include maps\mp\zm_tomb_ee_main;
#include maps\mp\zm_tomb_ee_side;
#include maps\mp\zombies\_zm_zonemgr;
#include maps\mp\zm_tomb_chamber;
#include maps\mp\_visionset_mgr;
#include maps\mp\zombies\_zm_audio;
#include character\c_usa_dempsey_dlc4;
#include character\c_rus_nikolai_dlc4;
#include character\c_ger_richtofen_dlc4;
#include character\c_jap_takeo_dlc4;
#include maps\mp\zombies\_zm_powerup_zombie_blood;
#include maps\mp\zombies\_zm_devgui;
#include maps\mp\zombies\_zm_score;
#include maps\mp\zombies\_zm_challenges;
#include maps\mp\zombies\_zm_laststand;
sndmeleewpn_isstaff( weapon )
{
switch ( weapon )
{
case "staff_water_melee_zm":
case "staff_melee_zm":
case "staff_lightning_melee_zm":
case "staff_fire_melee_zm":
case "staff_air_melee_zm":
isstaff = 1;
break;
default:
isstaff = 0;
}
return isstaff;
}
tomb_can_track_ammo_custom( weap )
{
if ( !isdefined( weap ) )
return false;
switch ( weap )
{
case "zombie_tazer_flourish":
case "zombie_sickle_flourish":
case "zombie_one_inch_punch_upgrade_flourish":
case "zombie_one_inch_punch_flourish":
case "zombie_knuckle_crack":
case "zombie_fists_zm":
case "zombie_builder_zm":
case "zombie_bowie_flourish":
case "time_bomb_zm":
case "time_bomb_detonator_zm":
case "tazer_knuckles_zm":
case "tazer_knuckles_upgraded_zm":
case "staff_revive_zm":
case "slowgun_zm":
case "slowgun_upgraded_zm":
case "screecher_arms_zm":
case "riotshield_zm":
case "one_inch_punch_zm":
case "one_inch_punch_upgraded_zm":
case "one_inch_punch_lightning_zm":
case "one_inch_punch_ice_zm":
case "one_inch_punch_fire_zm":
case "one_inch_punch_air_zm":
case "none":
case "no_hands_zm":
case "lower_equip_gasmask_zm":
case "humangun_zm":
case "humangun_upgraded_zm":
case "falling_hands_tomb_zm":
case "equip_gasmask_zm":
case "equip_dieseldrone_zm":
case "death_throe_zm":
case "chalk_draw_zm":
case "alcatraz_shield_zm":
case "tomb_shield_zm":
return false;
default:
if ( is_melee_weapon( weap ) || is_zombie_perk_bottle( weap ) || is_placeable_mine( weap ) || is_equipment( weap ) || issubstr( weap, "knife_ballistic_" ) || getsubstr( weap, 0, 3 ) == "gl_" || weaponfuellife( weap ) > 0 || weap == level.revive_tool )
return false;
}
return true;
}