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Full Template for ticket #1
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Templates/Full/game/scripts/server/health.cs
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Templates/Full/game/scripts/server/health.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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// Inventory items. These objects rely on the item & inventory support
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// system defined in item.cs and inventory.cs
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//-----------------------------------------------------------------------------
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// Health Patches cannot be picked up and are not meant to be added to inventory.
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// Health is applied automatically when an objects collides with a patch.
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//-----------------------------------------------------------------------------
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function HealthPatch::onCollision(%this, %obj, %col)
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{
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// Apply health to colliding object if it needs it.
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// Works for all shapebase objects.
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if (%col.getDamageLevel() != 0 && %col.getState() !$= "Dead")
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{
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%col.applyRepair(%this.repairAmount);
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// Update the Health GUI while repairing
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%this.doHealthUpdate(%col);
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%obj.respawn();
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if (%col.client)
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messageClient(%col.client, 'MsgHealthPatchUsed', '\c2Health Patch Applied');
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serverPlay3D(HealthUseSound, %obj.getTransform());
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}
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}
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function HealthPatch::doHealthUpdate(%this, %obj)
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{
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// Would be better to add a onRepair() callback to shapeBase.cpp in order to
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// prevent any excess/unneccesary schedules from this. But for the time
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// being....
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// This is just a rough timer to update the Health HUD every 250 ms. From
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// my tests a large health pack will fully heal a player from 10 health in
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// 36 iterations (ie. 9 seconds). If either the scheduling time, the repair
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// amount, or the repair rate is changed then the healthTimer counter should
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// be changed also.
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if (%obj.healthTimer < 40) // 40 = 10 seconds at 1 iteration per 250 ms.
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{
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%obj.UpdateHealth();
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%this.schedule(250, doHealthUpdate, %obj);
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%obj.healthTimer++;
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}
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else
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%obj.healthTimer = 0;
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}
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function ShapeBase::tossPatch(%this)
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{
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//error("ShapeBase::tossPatch(" SPC %this.client.nameBase SPC ")");
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if(!isObject(%this))
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return;
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%item = ItemData::createItem(HealthKitPatch);
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%item.sourceObject = %this;
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%item.static = false;
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MissionCleanup.add(%item);
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%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
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%vec = vectorScale(%vec, 10);
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%eye = %this.getEyeVector();
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%dot = vectorDot("0 0 1", %eye);
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if (%dot < 0)
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%dot = -%dot;
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%vec = vectorAdd(%vec, vectorScale("0 0 8", 1 - %dot));
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%vec = vectorAdd(%vec, %this.getVelocity());
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%pos = getBoxCenter(%this.getWorldBox());
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%item.setTransform(%pos);
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%item.applyImpulse(%pos, %vec);
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%item.setCollisionTimeout(%this);
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//serverPlay3D(%item.getDataBlock().throwSound, %item.getTransform());
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%item.schedulePop();
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return %item;
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}
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