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

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#include maps\mp\zm_buried_sq_ts;
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\zombies\_zm_sidequests;
ts_sign_damage_watch()
{
level endon( "sq_sign_damaged" );
self ts_sign_deactivate();
while ( true )
{
self waittill( "damage", n_damage, e_attacker, v_direction, v_point, str_type, str_tag, str_model, str_part, str_weapon );
if ( ts_is_bowie_knife( str_weapon ) || ts_is_galvaknuckles( str_weapon ) )
{
self thread ts_sign_activate();
ts_sign_check_all_activated( e_attacker, self );
}
}
}
ts_sign_check_all_activated( e_attacker, m_last_touched )
{
a_signs = getentarray( "sq_tunnel_sign", "targetname" );
a_signs_active = [];
foreach ( m_sign in a_signs )
{
if ( m_sign.ts_sign_activated )
{
a_signs_active[a_signs_active.size] = m_sign;
}
}
if ( a_signs_active.size == a_signs.size )
{
level.m_sq_start_sign = m_last_touched;
level.e_sq_sign_attacker = e_attacker;
level notify( "sq_sign_damaged" );
}
}