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

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#include maps\mp\zombies\_zm_weap_one_inch_punch;
#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_audio;
#include maps\mp\zombies\_zm_spawner;
#include maps\mp\zombies\_zm_weap_staff_fire;
#include maps\mp\zombies\_zm_weap_staff_water;
#include maps\mp\zombies\_zm_score;
#include maps\mp\zombies\_zm_weap_staff_lightning;
#include maps\mp\animscripts\zm_shared;
monitor_melee_swipe()
{
self endon( "disconnect" );
self notify( "stop_monitor_melee_swipe" );
self endon( "stop_monitor_melee_swipe" );
self endon( "bled_out" );
self endon( "gr_head_forced_bleed_out" );
while ( true )
{
while ( !self ismeleeing() )
wait 0.05;
if ( self getcurrentweapon() == level.riotshield_name )
{
wait 0.1;
continue;
}
range_mod = 1;
self setclientfield( "oneinchpunch_impact", 1 );
wait_network_frame();
self setclientfield( "oneinchpunch_impact", 0 );
v_punch_effect_fwd = anglestoforward( self getplayerangles() );
v_punch_yaw = get2dyaw( ( 0, 0, 0 ), v_punch_effect_fwd );
if ( isdefined( self.b_punch_upgraded ) && self.b_punch_upgraded && isdefined( self.str_punch_element ) && self.str_punch_element == "air" )
range_mod *= 2;
a_zombies = getaispeciesarray( level.zombie_team, "all" );
a_zombies = get_array_of_closest( self.origin, a_zombies, undefined, undefined, 100 );
foreach ( zombie in a_zombies )
{
if ( self is_player_facing( zombie, v_punch_yaw ) && distancesquared( self.origin, zombie.origin ) <= 4096 * range_mod )
{
self thread zombie_punch_damage( zombie, 1 );
continue;
}
if ( self is_player_facing( zombie, v_punch_yaw ) )
self thread zombie_punch_damage( zombie, 0.5 );
}
while ( self ismeleeing() )
wait 0.05;
wait 0.05;
}
}