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

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#include maps\mp\zm_tomb_tank;
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zombies\_zm_craftables;
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\zm_tomb_utility;
#include maps\mp\zm_tomb_vo;
#include maps\mp\zombies\_zm_audio;
#include maps\mp\zombies\_zm_powerups;
#include maps\mp\zm_tomb_amb;
#include maps\mp\zombies\_zm_score;
#include maps\mp\zombies\_zm_zonemgr;
#include maps\mp\gametypes_zm\_hud;
#include maps\mp\zombies\_zm_ai_basic;
#include maps\mp\zombies\_zm_weap_staff_fire;
#include maps\mp\zombies\_zm_spawner;
players_on_tank_update()
{
flag_wait( "start_zombie_round_logic" );
self thread tank_disconnect_paths();
while ( true )
{
a_players = getplayers();
foreach ( e_player in a_players )
{
if ( is_player_valid( e_player ) )
{
if ( isdefined( e_player.b_already_on_tank ) && !e_player.b_already_on_tank && e_player entity_on_tank() )
{
e_player.b_already_on_tank = 1;
self.n_players_on++;
if ( self ent_flag( "tank_cooldown" ) )
level notify( "vo_tank_cooling", e_player );
e_player thread tank_rumble_update();
e_player thread tank_rides_around_map_achievement_watcher();
continue;
}
if ( isdefined( e_player.b_already_on_tank ) && e_player.b_already_on_tank && !e_player entity_on_tank() )
{
e_player.b_already_on_tank = 0;
self.n_players_on--;
level notify( "vo_tank_leave", e_player );
e_player notify( "player_jumped_off_tank" );
e_player setclientfieldtoplayer( "player_rumble_and_shake", 0 );
}
}
}
wait 0.05;
}
}
wait_for_tank_cooldown()
{
self thread snd_fuel();
self.n_cooldown_timer = 30;
wait( self.n_cooldown_timer );
level notify( "stp_cd" );
self playsound( "zmb_tank_ready" );
self playloopsound( "zmb_tank_idle" );
}