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Versus: Scavenger weapon no longer damages enemies

Versus: added fade out and fade in effect to all round restarts

Versus: no longer takes tactical grenades after being used
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Jbleezy committed Mar 28, 2018
1 parent d577271 commit 1186081
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Showing 2 changed files with 17 additions and 27 deletions.
6 changes: 1 addition & 5 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -946,7 +946,6 @@
* Unlimited zombies

## TODO:
* Gersch: after teleporting through a Gersch, allow players to teleport back to the Gersch's location through the portal? (will probably cause players to get out of map)
* Add collision boxes near invincibilty spots on maps
* Moon: fix sliding sound keep playing when off object
* Fix zombies sounds on classic maps to sound like they are coming from the correct direction
Expand Down Expand Up @@ -1005,14 +1004,11 @@
* Fix Ballistic Knife first raise anim (shows knife at very bottom center of screen at end of anim)

## GRIEF TODO:
* Make Scavenger weapon not damage players on enemy team
* Add fade out and fade in effect to all round restarts
* Fix line on top right of screen with CDC viewmodel (happens with Scoped Kar98k in hand)
* Meat: fix dive to prone anim from looping (tried to fix same way as other weapons but didn't work)
* Add EMP grenades to grief
* Add new grief damage fx
* Fix turret attacking team of player that activated turret (if cant fix, then make turrets attack anyone to make it fair)
* Gun Game: fix rare bug where multiple gun increment powerups spawn (not sure what causes it, not caused from killing multiple zombies from the same shot)
* Gun Game: fix rare bug where multiple gun increment powerups spawn (might be fixed, not sure what causes it, not caused from killing multiple zombies from the same shot)

## TESTING:
* Moon: check if you can hack box while it is spawning in
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38 changes: 16 additions & 22 deletions maps/_zombiemode_grief.gsc
Original file line number Diff line number Diff line change
Expand Up @@ -142,7 +142,7 @@ post_all_players_connected()
{
players[i] setup_grief_msg();

players[i] thread take_tac_nades_when_used();
//players[i] thread take_tac_nades_when_used();
}
}

Expand Down Expand Up @@ -437,27 +437,23 @@ grief(eAttacker, sMeansOfDeath, sWeapon, iDamage, eInflictor, sHitLoc)
if(sWeapon == "mine_bouncing_betty" && self getstance() == "prone" && sMeansOfDeath == "MOD_GRENADE_SPLASH")
return;

//only nades, mines, flops, and scavenger do actual damage
//TODO - add molotov damage
//only nades, mines, and flops do actual damage
if(!self HasPerk( "specialty_flakjacket" ))
{
//80 DoDamage = 25 actual damage
if(sMeansOfDeath == "MOD_GRENADE_SPLASH" && (sWeapon == "frag_grenade_zm" || sWeapon == "sticky_grenade_zm" || sWeapon == "stielhandgranate"))
{
//nades
//if(self.health > 25)
self DoDamage( 80, eInflictor.origin );
//else
// radiusdamage(self.origin,10,self.health + 100,self.health + 100);
}
else if( eAttacker HasPerk( "specialty_flakjacket" ) && isdefined( eAttacker.divetoprone ) && eAttacker.divetoprone == 1 && sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
//flops
self DoDamage( 80, eAttacker.origin );//for flops, the origin of the player must be used
//for flops, the origin of the player must be used
self DoDamage( 80, eAttacker.origin );
}
else if((sMeansOfDeath == "MOD_GRENADE_SPLASH" && (is_placeable_mine( sWeapon ) || is_tactical_grenade( sWeapon ) || sWeapon == "sniper_explosive_zm" || sWeapon == "sniper_explosive_zm")))
else if( sMeansOfDeath == "MOD_GRENADE_SPLASH" && (is_placeable_mine( sWeapon ) || is_tactical_grenade( sWeapon )) )
{
//claymores, spikemores, betties, dolls, and scavenger
//tactical nades and mines
self DoDamage( 80, eInflictor.origin );
}
}
Expand Down Expand Up @@ -756,10 +752,7 @@ round_restart(same_round)

wait(1);

if(level.gamemode == "snr")
{
fade_out(1, false);
}
fade_out(1, false);

SetTimeScale(1);

Expand Down Expand Up @@ -861,17 +854,18 @@ round_restart(same_round)
else
level thread play_sound_2d( "sam_nospawn" );*/

flag_clear("round_restarting"); //had to put here instead of the very end, since display_round_number is a timed function and if this flag isnt cleared players cant take damage from traps (and at this point players are spawned back in)
//had to put here instead of the very end, since display_round_number is a timed function and if this flag isnt cleared players cant take damage from traps (and at this point players are spawned back in)
flag_clear("round_restarting");

if(level.gamemode == "snr")
{
level thread fade_in(0, 1, true);
level thread fade_in(0, 1, true);

for(i=0;i<players.size;i++)
{
players[i] freezecontrols(false);
}
for(i=0;i<players.size;i++)
{
players[i] freezecontrols(false);
}

if(level.gamemode == "snr")
{
level.snr_round_number++;
display_round_number();
}
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