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https://github.com/JezuzLizard/BO2-Reimagined.git
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63 lines
2.0 KiB
Plaintext
63 lines
2.0 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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} |