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Change set 10/11
Adds all of the progress as of 10/11. NOTE: Do not run the mod right now as there are a lot of features that won't work (IE: Player Zombies, All Zombie Types other than Normal).
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parent
9a456d079b
commit
739d77d1e2
37 changed files with 1689 additions and 746 deletions
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@ -2441,7 +2441,7 @@ function Armor::onNewDataBlock(%this,%obj)
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function Armor::onDisabled(%this,%obj,%state) {
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%obj.revived = 0;
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if(%obj.Infected == 1 && !%obj.iszombie){
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%obj.createTheZ = schedule(14000, %obj, "CreateZombie", %obj);
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%obj.createTheZ = schedule(14000, %obj, "TWM2Lib_Zombie_Core", "spawnZombie", "infectedplayer", %obj);
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%obj.revcheck = schedule(($CorpseTimeoutValue) - %fadeTime, %obj, "checkIfRevived", %obj);
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}
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else {
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@ -2982,10 +2982,10 @@ function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
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%Vector = vectorscale(%col.getvelocity(), 100);
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%obj.applyimpulse(%obj.getposition(), %Vector);
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%obj.Infected = 1;
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%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
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%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
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%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
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}
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else if(%colarmortype $= "FZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
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else if(%colarmortype $= "RavagerZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
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if(%obj.hit $= ""){
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%obj.hit = 1;
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%obj.setWhiteOut("0.5");
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@ -2993,7 +2993,7 @@ function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
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}
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else if(%obj.hit == 1){
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%obj.Infected = 1;
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%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
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%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
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}
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%Vector = vectorscale(%col.getvelocity(), 100);
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%obj.applyimpulse(%obj.getposition(), %Vector);
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@ -3003,7 +3003,7 @@ function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
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%Vector = vectorscale(%col.getvelocity(), 100);
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%obj.applyimpulse(%obj.getposition(), %Vector);
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%obj.Infected = 1;
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%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
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%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
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%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
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}
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else if(%colarmortype $= "RapierZombieArmor" && %obj.grabbed != 1 && %objiszomb != 1 && !%obj.rapierShield){
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@ -3011,7 +3011,7 @@ function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
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if(%chance == 3 && %obj.Infected != 1){
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%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
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%obj.Infected = 1;
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%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
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%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
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}
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else {
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%col.iscarrying = 1;
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@ -3024,21 +3024,21 @@ function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
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%Vector = vectorscale(%col.getvelocity(), 100);
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%obj.applyimpulse(%obj.getposition(), %Vector);
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%obj.Infected = 1;
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%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
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%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
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%obj.damage(0, %obj.position, 0.3, $DamageType::Zombie);
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}
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else if(%colarmortype $= "SummonerZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
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%Vector = vectorscale(%col.getvelocity(), 100);
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%obj.applyimpulse(%obj.getposition(), %Vector);
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%obj.Infected = 1;
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%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
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%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
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%obj.damage(0, %obj.position, 0.3, $DamageType::Zombie);
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}
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else if(%colarmortype $= "DemonUltraZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
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%Vector = vectorscale(%col.getvelocity(), 100);
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%obj.applyimpulse(%obj.getposition(), %Vector);
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%obj.Infected = 1;
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%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
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%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
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%obj.damage(0, %obj.position, 0.5, $DamageType::Zombie);
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}
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else if((%colarmortype $= "LordRogZombieArmor" && %objiszomb != 1 && !%obj.rapierShield)) {
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@ -3098,7 +3098,7 @@ function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
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if(%obj.Infected != 1) {
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%obj.Infected = 1;
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%obj.damage(0, %obj.position, 0.8, $DamageType::Zombie);
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%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
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%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
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}
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else {
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%obj.damage(0, %obj.position, 1.2, $DamageType::Zombie);
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@ -3407,7 +3407,7 @@ function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %am
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// they exist as objects, go figure.
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if(%targetObject.rapiershield && (%damageType != $DamageType::Suicide)) {
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if(%targetObject.Infected) {
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CureInfection(%targetObject);
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TWM2Lib_Zombie_Core("cureInfection", %targetObject);
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}
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return;
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}
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@ -3428,7 +3428,7 @@ function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %am
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%armortype = %targetobject.getdatablock().getname();
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if (%damageType == $DamageType::ZAcid && %armortype !$= "ZombieArmor" && %armortype !$= "FZombieArmor" && %armortype !$= "LordZombieArmor" && %armortype !$= "DemonZombieArmor" && %armortype !$= "DemonMotherZombieArmor" && %armortype !$= "RapierZombieArmor" && %targetobject.infected != 1 && (%sourceObject.isZombie == 1 || %sourceObject.isBoss == 1)){
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%targetObject.Infected = 1;
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%targetObject.InfectedLoop = schedule(10, %targetObject, "InfectLoop", %targetObject);
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%targetObject.InfectedLoop = schedule(10, %targetObject, "TWM2Lib_Zombie_Core", "InfectLoop", %targetObject);
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}
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if (%damageType == $DamageType::RapierShield) {
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CreateBlood(%targetObject);
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