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Full Template for ticket #1
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199
Templates/Full/game/scripts/client/client.cs
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199
Templates/Full/game/scripts/client/client.cs
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Server Admin Commands
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//-----------------------------------------------------------------------------
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function SAD(%password)
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{
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if (%password !$= "")
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commandToServer('SAD', %password);
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}
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function SADSetPassword(%password)
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{
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commandToServer('SADSetPassword', %password);
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}
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//----------------------------------------------------------------------------
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// Misc server commands
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//----------------------------------------------------------------------------
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function clientCmdSyncClock(%time)
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{
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// Time update from the server, this is only sent at the start of a mission
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// or when a client joins a game in progress.
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}
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//-----------------------------------------------------------------------------
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// Numerical Health Counter
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//-----------------------------------------------------------------------------
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function clientCmdSetNumericalHealthHUD(%curHealth)
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{
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// Skip if the hud is missing.
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if (!isObject(numericalHealthHUD))
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return;
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// The server has sent us our current health, display it on the HUD
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numericalHealthHUD.setValue(%curHealth);
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// Ensure the HUD is set to visible while we have health / are alive
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if (%curHealth)
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HealthHUD.setVisible(true);
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else
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HealthHUD.setVisible(false);
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}
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//-----------------------------------------------------------------------------
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// Damage Direction Indicator
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//-----------------------------------------------------------------------------
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function clientCmdSetDamageDirection(%direction)
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{
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eval("%ctrl = DamageHUD-->damage_" @ %direction @ ";");
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if (isObject(%ctrl))
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{
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// Show the indicator, and schedule an event to hide it again
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cancelAll(%ctrl);
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%ctrl.setVisible(true);
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%ctrl.schedule(500, setVisible, false);
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}
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}
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//-----------------------------------------------------------------------------
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// Teleporter visual effect
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//-----------------------------------------------------------------------------
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function clientCmdPlayTeleportEffect(%position, %effectDataBlock)
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{
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if (isObject(%effectDataBlock))
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{
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new Explosion()
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{
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position = %position;
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dataBlock = %effectDataBlock;
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};
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}
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}
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// ----------------------------------------------------------------------------
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// WeaponHUD
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// ----------------------------------------------------------------------------
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// Update the Ammo Counter with current ammo, if not any then hide the counter.
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function clientCmdSetAmmoAmountHud(%amount, %amountInClips)
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{
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if (!%amount)
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AmmoAmount.setVisible(false);
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else
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{
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AmmoAmount.setVisible(true);
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AmmoAmount.setText("Ammo: " @ %amount @ "/" @ %amountInClips);
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}
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}
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// Here we update the Weapon Preview image & reticle for each weapon. We also
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// update the Ammo Counter (just so we don't have to call it separately).
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// Passing an empty parameter ("") hides the HUD component.
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function clientCmdRefreshWeaponHUD(%amount, %preview, %ret, %zoomRet, %amountInClips)
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{
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if (!%amount)
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AmmoAmount.setVisible(false);
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else
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{
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AmmoAmount.setVisible(true);
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AmmoAmount.setText("Ammo: " @ %amount @ "/" @ %amountInClips);
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}
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if (%preview $= "")
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WeaponHUD.setVisible(false);//PreviewImage.setVisible(false);
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else
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{
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WeaponHUD.setVisible(true);//PreviewImage.setVisible(true);
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PreviewImage.setbitmap("art/gui/weaponHud/"@ detag(%preview));
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}
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if (%ret $= "")
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Reticle.setVisible(false);
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else
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{
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Reticle.setVisible(true);
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Reticle.setbitmap("art/gui/weaponHud/"@ detag(%ret));
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}
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if (isObject(ZoomReticle))
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{
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if (%zoomRet $= "")
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{
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ZoomReticle.setBitmap("");
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}
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else
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{
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ZoomReticle.setBitmap("art/gui/weaponHud/"@ detag(%zoomRet));
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}
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}
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}
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// ----------------------------------------------------------------------------
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// Vehicle Support
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// ----------------------------------------------------------------------------
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function clientCmdtoggleVehicleMap(%toggle)
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{
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if(%toggle)
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{
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moveMap.pop();
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vehicleMap.push();
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}
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else
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{
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vehicleMap.pop();
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moveMap.push();
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}
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}
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// ----------------------------------------------------------------------------
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// Turret Support
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// ----------------------------------------------------------------------------
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// Call by the Turret class when a player mounts or unmounts it.
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// %turret = The turret that was mounted
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// %player = The player doing the mounting
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// %mounted = True if the turret was mounted, false if it was unmounted
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function turretMountCallback(%turret, %player, %mounted)
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{
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//echo ( "\c4turretMountCallback -> " @ %mounted );
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if (%mounted)
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{
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// Push the action map
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turretMap.push();
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}
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else
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{
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// Pop the action map
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turretMap.pop();
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}
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}
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