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

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#include maps\mp\zm_highrise_elevators;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\gametypes_zm\_hostmigration;
#include maps\mp\zm_highrise_utility;
#include maps\mp\zm_highrise_distance_tracking;
#include maps\mp\animscripts\zm_shared;
#include maps\mp\zombies\_zm_ai_basic;
#include maps\mp\zombies\_zm_ai_leaper;
init_elevator_perks()
{
level.elevator_perks = [];
level.elevator_perks_building = [];
level.elevator_perks_building["green"] = [];
level.elevator_perks_building["blue"] = [];
level.elevator_perks_building["green"][0] = spawnstruct();
level.elevator_perks_building["green"][0].model = "zombie_vending_revive";
level.elevator_perks_building["green"][0].script_noteworthy = "specialty_quickrevive";
level.elevator_perks_building["green"][0].turn_on_notify = "revive_on";
level.elevator_perks_building["green"][1] = spawnstruct();
level.elevator_perks_building["green"][1].model = "p6_zm_vending_chugabud";
level.elevator_perks_building["green"][1].script_noteworthy = "specialty_finalstand";
level.elevator_perks_building["green"][1].turn_on_notify = "chugabud_on";
level.elevator_perks_building["green"][2] = spawnstruct();
level.elevator_perks_building["green"][2].model = "zombie_vending_sleight";
level.elevator_perks_building["green"][2].script_noteworthy = "specialty_fastreload";
level.elevator_perks_building["green"][2].turn_on_notify = "sleight_on";
level.elevator_perks_building["blue"][0] = spawnstruct();
level.elevator_perks_building["blue"][0].model = "zombie_vending_three_gun";
level.elevator_perks_building["blue"][0].script_noteworthy = "specialty_additionalprimaryweapon";
level.elevator_perks_building["blue"][0].turn_on_notify = "specialty_additionalprimaryweapon_power_on";
level.elevator_perks_building["blue"][1] = spawnstruct();
level.elevator_perks_building["blue"][1].model = "zombie_vending_jugg";
level.elevator_perks_building["blue"][1].script_noteworthy = "specialty_armorvest";
level.elevator_perks_building["blue"][1].turn_on_notify = "juggernog_on";
level.elevator_perks_building["blue"][2] = spawnstruct();
level.elevator_perks_building["blue"][2].model = "zombie_vending_doubletap2";
level.elevator_perks_building["blue"][2].script_noteworthy = "specialty_rof";
level.elevator_perks_building["blue"][2].turn_on_notify = "doubletap_on";
level.elevator_perks_building["blue"][3] = spawnstruct();
level.elevator_perks_building["blue"][3].model = "p6_anim_zm_buildable_pap";
level.elevator_perks_building["blue"][3].script_noteworthy = "specialty_weapupgrade";
level.elevator_perks_building["blue"][3].turn_on_notify = "Pack_A_Punch_on";
players_expected = getnumexpectedplayers();
level.override_perk_targetname = "zm_perk_machine_override";
level.elevator_perks_building["green"] = array_randomize( level.elevator_perks_building["green"] );
level.elevator_perks_building["blue"] = array_randomize( level.elevator_perks_building["blue"] );
level.elevator_perks = arraycombine( level.elevator_perks_building["green"], level.elevator_perks_building["blue"], 0, 0 );
random_perk_structs = [];
perk_structs = getstructarray( "zm_random_machine", "script_noteworthy" );
for ( i = 0; i < perk_structs.size; i++ )
{
random_perk_structs[i] = getstruct( perk_structs[i].target, "targetname" );
random_perk_structs[i].script_parameters = perk_structs[i].script_parameters;
random_perk_structs[i].script_linkent = getent( "elevator_" + perk_structs[i].script_parameters + "_body", "targetname" );
}
green_structs = [];
blue_structs = [];
foreach ( perk_struct in random_perk_structs )
{
if ( isdefined( perk_struct.script_parameters ) )
{
if ( issubstr( perk_struct.script_parameters, "bldg1" ) )
{
green_structs[green_structs.size] = perk_struct;
continue;
}
blue_structs[blue_structs.size] = perk_struct;
}
}
green_structs = array_randomize( green_structs );
blue_structs = array_randomize( blue_structs );
level.random_perk_structs = green_structs;
level.random_perk_structs = arraycombine( level.random_perk_structs, blue_structs, 0, 0 );
for ( i = 0; i < level.elevator_perks.size; i++ )
{
if ( !isdefined( level.random_perk_structs[i] ) )
continue;
level.random_perk_structs[i].targetname = "zm_perk_machine_override";
level.random_perk_structs[i].model = level.elevator_perks[i].model;
level.random_perk_structs[i].script_noteworthy = level.elevator_perks[i].script_noteworthy;
level.random_perk_structs[i].turn_on_notify = level.elevator_perks[i].turn_on_notify;
if ( !isdefined( level.struct_class_names["targetname"]["zm_perk_machine_override"] ) )
level.struct_class_names["targetname"]["zm_perk_machine_override"] = [];
level.struct_class_names["targetname"]["zm_perk_machine_override"][level.struct_class_names["targetname"]["zm_perk_machine_override"].size] = level.random_perk_structs[i];
}
}
elevator_think( elevator )
{
current_floor = elevator.body.current_location;
delaybeforeleaving = 5;
skipinitialwait = 0;
speed = 100;
minwait = 5;
maxwait = 20;
flag_wait( "perks_ready" );
if ( isdefined( elevator.body.force_starting_floor ) )
{
elevator.body.current_level = "" + elevator.body.force_starting_floor;
elevator.body.origin = elevator.floors[elevator.body.current_level].origin;
if ( isdefined( elevator.body.force_starting_origin_offset ) )
elevator.body.origin += ( 0, 0, elevator.body.force_starting_origin_offset );
}
elevator.body.can_move = 1;
elevator elevator_set_moving( 0 );
elevator elevator_enable_paths( elevator.body.current_level );
flag_wait( "power_on" );
elevator.body perkelevatordoor( 1 );
next = undefined;
while ( true )
{
start_location = 0;
if ( isdefined( elevator.body.force_starting_floor ) )
skipinitialwait = 1;
elevator.body.departing = 1;
if ( !is_true( elevator.body.lock_doors ) )
elevator.body setanim( level.perk_elevators_anims[elevator.body.perk_type][1] );
predict_floor( elevator, next, speed );
if ( !is_true( skipinitialwait ) )
{
elevator_initial_wait( elevator, minwait, maxwait, delaybeforeleaving );
if ( !is_true( elevator.body.lock_doors ) )
elevator.body setanim( level.perk_elevators_anims[elevator.body.perk_type][1] );
}
if ( isdefined( elevator.body.force_starting_floor ) )
skipinitialwait = 1;
next = elevator_next_floor( elevator, next, 0 );
if ( isdefined( elevator.floors["" + ( next + 1 )] ) )
elevator.body.next_level = "" + ( next + 1 );
else
{
start_location = 1;
elevator.body.next_level = "0";
}
floor_stop = elevator.floors[elevator.body.next_level];
floor_goal = undefined;
cur_level_start_pos = elevator.floors[elevator.body.next_level].starting_position;
start_level_start_pos = elevator.floors[elevator.body.starting_floor].starting_position;
if ( elevator.body.next_level == elevator.body.starting_floor || isdefined( cur_level_start_pos ) && isdefined( start_level_start_pos ) && cur_level_start_pos == start_level_start_pos )
floor_goal = cur_level_start_pos;
else
floor_goal = floor_stop.origin;
dist = distance( elevator.body.origin, floor_goal );
time = dist / speed;
if ( dist > 0 )
{
if ( elevator.body.origin[2] > floor_goal[2] )
{
elevator.dir = "_d";
}
else
{
elevator.dir = "_u";
}
clientnotify( elevator.name + elevator.dir );
}
if ( is_true( start_location ) )
{
elevator.body thread squashed_death_alarm();
if ( !skipinitialwait )
{
elevator.body.start_location_wait = 1;
elevator.body notify( "startwait" );
event = elevator.body waittill_any_timeout( 3, "forcego" );
elevator.body.start_location_wait = 0;
if ( event == "forcego" )
{
next = elevator_next_floor( elevator, next, 0 );
if ( isdefined( elevator.floors["" + ( next + 1 )] ) )
elevator.body.next_level = "" + ( next + 1 );
else
{
start_location = 1;
elevator.body.next_level = "0";
}
floor_stop = elevator.floors[elevator.body.next_level];
floor_goal = undefined;
cur_level_start_pos = elevator.floors[elevator.body.next_level].starting_position;
start_level_start_pos = elevator.floors[elevator.body.starting_floor].starting_position;
if ( elevator.body.next_level == elevator.body.starting_floor || isdefined( cur_level_start_pos ) && isdefined( start_level_start_pos ) && cur_level_start_pos == start_level_start_pos )
floor_goal = cur_level_start_pos;
else
floor_goal = floor_stop.origin;
dist = distance( elevator.body.origin, floor_goal );
time = dist / speed;
if ( dist > 0 )
{
if ( elevator.body.origin[2] > floor_goal[2] )
{
elevator.dir = "_d";
}
else
{
elevator.dir = "_u";
}
clientnotify( elevator.name + elevator.dir );
}
}
}
}
skipinitialwait = 0;
elevator.body.current_level = elevator.body.next_level;
elevator notify( "floor_changed" );
elevator elevator_disable_paths( elevator.body.current_level );
elevator.body.departing = 0;
elevator elevator_set_moving( 1 );
if ( dist > 0 )
{
elevator.body moveto( floor_goal, time, time * 0.25, time * 0.25 );
if ( isdefined( elevator.body.trig ) )
elevator.body thread elev_clean_up_corpses();
elevator.body thread elevator_move_sound();
elevator.body waittill_any( "movedone", "forcego" );
}
elevator elevator_set_moving( 0 );
elevator elevator_enable_paths( elevator.body.current_level );
}
}
predict_floor( elevator, next, speed )
{
next = elevator_next_floor( elevator, next, 1 );
if ( isdefined( elevator.floors["" + ( next + 1 )] ) )
elevator.body.next_level = "" + ( next + 1 );
else
{
start_location = 1;
elevator.body.next_level = "0";
}
floor_stop = elevator.floors[elevator.body.next_level];
floor_goal = undefined;
cur_level_start_pos = elevator.floors[elevator.body.next_level].starting_position;
start_level_start_pos = elevator.floors[elevator.body.starting_floor].starting_position;
if ( elevator.body.next_level == elevator.body.starting_floor || isdefined( cur_level_start_pos ) && isdefined( start_level_start_pos ) && cur_level_start_pos == start_level_start_pos )
floor_goal = cur_level_start_pos;
else
floor_goal = floor_stop.origin;
dist = distance( elevator.body.origin, floor_goal );
time = dist / speed;
if ( dist > 0 )
{
if ( elevator.body.origin[2] > floor_goal[2] )
{
elevator.dir = "_d";
}
else
{
elevator.dir = "_u";
}
clientnotify( elevator.name + elevator.dir );
}
}
elevator_initial_wait( elevator, minwait, maxwait, delaybeforeleaving )
{
elevator.body endon( "forcego" );
elevator.body waittill_any_or_timeout( randomintrange( minwait, maxwait ), "depart_early" );
if ( !is_true( elevator.body.lock_doors ) && !is_true( elevator.body.elevator_stop ) )
elevator.body setanim( level.perk_elevators_anims[elevator.body.perk_type][0] );
if ( !is_true( elevator.body.departing_early ) )
wait( delaybeforeleaving );
if ( elevator.body.perk_type == "specialty_weapupgrade" )
{
while ( flag( "pack_machine_in_use" ) )
wait 0.5;
wait( randomintrange( 1, 3 ) );
}
while ( isdefined( level.elevators_stop ) && level.elevators_stop || isdefined( elevator.body.elevator_stop ) && elevator.body.elevator_stop )
wait 0.05;
}
elevator_move_sound()
{
self playsound( "zmb_elevator_ding" );
wait 0.4;
if ( !is_true( self.is_moving ) )
{
return;
}
self playsound( "zmb_elevator_ding" );
self playsound( "zmb_elevator_run_start" );
self playloopsound( "zmb_elevator_run", 0.5 );
self waittill( "movedone" );
self stoploopsound( 0.5 );
self playsound( "zmb_elevator_run_stop" );
self playsound( "zmb_elevator_ding" );
}
elevator_roof_watcher()
{
level endon( "end_game" );
while ( true )
{
self.trig waittill( "trigger", who );
if ( isdefined( who ) && isplayer( who ) )
{
while ( isdefined( who ) && who istouching( self.trig ) )
{
if ( self.is_moving )
self waittill_any( "movedone", "forcego" );
if ( self.current_level == 0 )
{
break; // don't make climber at top level
}
zombies = getaiarray( level.zombie_team );
if ( isdefined( zombies ) && zombies.size > 0 )
{
foreach ( zombie in zombies )
{
climber = zombie zombie_for_elevator_unseen();
if ( isdefined( climber ) )
continue;
}
if ( isdefined( climber ) )
{
zombie zombie_climb_elevator( self );
wait( randomint( 30 ) );
}
}
wait 0.5;
}
}
wait 0.5;
}
}
faller_location_logic()
{
wait 1;
faller_spawn_points = getstructarray( "faller_location", "script_noteworthy" );
leaper_spawn_points = getstructarray( "leaper_location", "script_noteworthy" );
spawn_points = arraycombine( faller_spawn_points, leaper_spawn_points, 1, 0 );
dist_check = 16384;
elevator_names = getarraykeys( level.elevators );
elevators = [];
for ( i = 0; i < elevator_names.size; i++ )
elevators[i] = getent( "elevator_" + elevator_names[i] + "_body", "targetname" );
elevator_volumes = [];
elevator_volumes[elevator_volumes.size] = getent( "elevator_1b", "targetname" );
elevator_volumes[elevator_volumes.size] = getent( "elevator_1c", "targetname" );
elevator_volumes[elevator_volumes.size] = getent( "elevator_1d", "targetname" );
elevator_volumes[elevator_volumes.size] = getent( "elevator_3a", "targetname" );
elevator_volumes[elevator_volumes.size] = getent( "elevator_3b", "targetname" );
elevator_volumes[elevator_volumes.size] = getent( "elevator_3c", "targetname" );
elevator_volumes[elevator_volumes.size] = getent( "elevator_3d", "targetname" );
level.elevator_volumes = elevator_volumes;
while ( true )
{
foreach ( point in spawn_points )
{
should_block = 0;
foreach ( elevator in elevators )
{
if ( distancesquared( elevator getCentroid(), point.origin ) <= dist_check )
should_block = 1;
}
if ( should_block )
{
point.is_enabled = 0;
point.is_blocked = 1;
continue;
}
if ( isdefined( point.is_blocked ) && point.is_blocked )
point.is_blocked = 0;
if ( !isdefined( point.zone_name ) )
continue;
zone = level.zones[point.zone_name];
if ( zone.is_enabled && zone.is_active && zone.is_spawning_allowed )
point.is_enabled = 1;
}
players = get_players();
foreach ( volume in elevator_volumes )
{
should_disable = 0;
foreach ( player in players )
{
if ( is_player_valid( player ) )
{
if ( player istouching( volume ) )
should_disable = 1;
}
}
if ( should_disable )
disable_elevator_spawners( volume, spawn_points );
}
wait 0.05;
}
}
watch_for_elevator_during_faller_spawn()
{
self endon( "death" );
self endon( "risen" );
self endon( "spawn_anim" );
flag_wait( "power_on" );
elevator_bodies = [];
foreach ( elevator in level.elevators )
{
elevator_bodies[elevator_bodies.size] = elevator.body;
}
elevator_body = get_closest_2d( self.zombie_faller_location.origin, elevator_bodies );
while ( true )
{
should_gib = 0;
if ( is_true( elevator_body.is_moving ) )
{
if ( self istouching( elevator_body ) )
{
should_gib = 1;
}
}
else
{
if ( is_true( self.zombie_faller_location.is_blocked ) )
{
should_gib = 1;
}
}
if ( should_gib )
{
playfx( level._effect["zomb_gib"], self.origin );
if ( isdefined( self.is_leaper ) && self.is_leaper )
{
self maps\mp\zombies\_zm_ai_leaper::leaper_cleanup();
self dodamage( self.health + 100, self.origin );
}
else
self delete();
break;
}
wait 0.05;
}
}