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Jan 19th, 2018
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  1. function CopInventory:add_unit_by_name(new_unit_name, equip)
  2. local new_unit = World:spawn_unit(new_unit_name, Vector3(), Rotation())
  3. managers.mutators:modify_value("CopInventory:add_unit_by_name", self)
  4. log(new_unit_name)
  5. if new_unit_name == "ene_bulldozer_minigun" then
  6. self._shield_unit_name = "units/payday2/characters/ene_acc_shield_lights/ene_acc_shield_lights"
  7. end
  8. self:_chk_spawn_shield(new_unit)
  9. local setup_data = {}
  10. setup_data.user_unit = self._unit
  11. setup_data.ignore_units = {
  12. self._unit,
  13. new_unit,
  14. self._shield_unit
  15. }
  16. setup_data.expend_ammo = false
  17. setup_data.hit_slotmask = managers.slot:get_mask("bullet_impact_targets")
  18. setup_data.hit_player = true
  19. setup_data.user_sound_variant = tweak_data.character[self._unit:base()._tweak_table].weapon_voice
  20. setup_data.alert_AI = true
  21. setup_data.alert_filter = self._unit:brain():SO_access()
  22. new_unit:base():setup(setup_data)
  23. if new_unit:base().AKIMBO then
  24. new_unit:base():create_second_gun(new_unit_name)
  25. end
  26. self:add_unit(new_unit, equip)
  27. end
  28. function CopInventory:_chk_spawn_shield(weapon_unit)
  29. if self._shield_unit_name and not alive(self._shield_unit) then
  30. local align_name = self._shield_align_name or Idstring("a_weapon_left_front")
  31. local align_obj = self._unit:get_object(align_name)
  32. self._shield_unit = World:spawn_unit(Idstring(self._shield_unit_name), align_obj:position(), align_obj:rotation())
  33. self._unit:link(align_name, self._shield_unit, self._shield_unit:orientation_object():name())
  34. self._shield_unit:set_enabled(false)
  35. end
  36. end
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