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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-10 07:08:06 -05:00
63 lines
1.7 KiB
Plaintext
63 lines
1.7 KiB
Plaintext
#include maps\mp\zombies\_zm_weap_one_inch_punch;
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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_net;
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#include maps\mp\zombies\_zm_audio;
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#include maps\mp\zombies\_zm_spawner;
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#include maps\mp\zombies\_zm_weap_staff_fire;
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#include maps\mp\zombies\_zm_weap_staff_water;
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#include maps\mp\zombies\_zm_score;
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#include maps\mp\zombies\_zm_weap_staff_lightning;
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#include maps\mp\animscripts\zm_shared;
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monitor_melee_swipe()
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{
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self endon("disconnect");
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self notify("stop_monitor_melee_swipe");
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self endon("stop_monitor_melee_swipe");
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self endon("bled_out");
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self endon("gr_head_forced_bleed_out");
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while (true)
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{
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while (!self ismeleeing())
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wait 0.05;
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if (self getcurrentweapon() == level.riotshield_name)
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{
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wait 0.1;
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continue;
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}
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range_mod = 1;
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self setclientfield("oneinchpunch_impact", 1);
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wait_network_frame();
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self setclientfield("oneinchpunch_impact", 0);
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v_punch_effect_fwd = anglestoforward(self getplayerangles());
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v_punch_yaw = get2dyaw((0, 0, 0), v_punch_effect_fwd);
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if (isdefined(self.b_punch_upgraded) && self.b_punch_upgraded && isdefined(self.str_punch_element) && self.str_punch_element == "air")
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range_mod *= 2;
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a_zombies = getaispeciesarray(level.zombie_team, "all");
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a_zombies = get_array_of_closest(self.origin, a_zombies, undefined, undefined, 100);
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foreach (zombie in a_zombies)
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{
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if (self is_player_facing(zombie, v_punch_yaw) && distancesquared(self.origin, zombie.origin) <= 4096 * range_mod)
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{
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self thread zombie_punch_damage(zombie, 1);
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continue;
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}
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if (self is_player_facing(zombie, v_punch_yaw))
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self thread zombie_punch_damage(zombie, 0.5);
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}
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while (self ismeleeing())
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wait 0.05;
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wait 0.05;
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}
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} |