diff options
author | DBmaoha <56738369+DBmaoha@users.noreply.github.com> | 2022-11-01 07:18:38 +0800 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-10-31 23:18:38 +0000 |
commit | 919acdacd2ef8b230df5d75d125e074d31c75f17 (patch) | |
tree | 262aba27bf41bd43bec3ba454723e2563b63b9e6 /Northstar.CustomServers/mod | |
parent | c5166f21fef4796d3066c59f4b2f2bdb7c1c4d74 (diff) | |
download | NorthstarMods-919acdacd2ef8b230df5d75d125e074d31c75f17.tar.gz NorthstarMods-919acdacd2ef8b230df5d75d125e074d31c75f17.zip |
Better Decloaking Check to Support Modding (#514)
* Better Decloaking Check to Support Modding
Respawn hardcoded decloaking which messed up many things, this will make vanilla cloak to behave properly in any offhand slot and have a better support for modded cloak
* commit fix
Diffstat (limited to 'Northstar.CustomServers/mod')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype.gnut | 29 |
1 files changed, 21 insertions, 8 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype.gnut index a4c6e187..362407b3 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype.gnut @@ -1412,15 +1412,28 @@ void function CodeCallback_WeaponFireInCloak( entity player ) //player.SetCloakFlicker( 1.0, 2.0 ) DisableCloak( player, 0.5 ) - entity weapon = player.GetOffhandWeapon( OFFHAND_LEFT ) - //printt( "weapon", weapon.GetWeaponClassName() ) - // JFS; need code feature to properly reset next attack time/cooldown stuff - if ( IsValid( weapon ) && weapon.GetWeaponClassName() == "mp_ability_cloak" ) + entity cloakWeapon + int offhandSlot + for ( int i = 0; i <= OFFHAND_MELEE; i++ ) // OFFHAND_MELEE is the largest { - player.TakeOffhandWeapon( OFFHAND_LEFT ) - player.GiveOffhandWeapon( "mp_ability_cloak", OFFHAND_LEFT ) - weapon = player.GetOffhandWeapon( OFFHAND_LEFT ) - weapon.SetWeaponPrimaryClipCountAbsolute( 0 ) + entity nowWeapon = player.GetOffhandWeapon( i ) + if( IsValid( nowWeapon )) + { + if( nowWeapon.GetWeaponClassName() == "mp_ability_cloak" ) + { + cloakWeapon = nowWeapon + offhandSlot = i + } + } + } + if( IsValid( cloakWeapon ) ) + { + array<string> mods = cloakWeapon.GetMods() + // can't reset cooldown properly in script, let's give player a empty one + player.TakeWeapon( "mp_ability_cloak" ) // not using TakeWeaponNow() to fit vanilla behavior + player.GiveOffhandWeapon( "mp_ability_cloak", offhandSlot, mods ) + cloakWeapon = player.GetOffhandWeapon( offhandSlot ) + cloakWeapon.SetWeaponPrimaryClipCountAbsolute( 0 ) } } else |