mirror of
https://github.com/Ragora/T2-AAConstruction.git
synced 2026-03-03 12:30:29 +00:00
163 lines
4.4 KiB
PHP
Executable file
163 lines
4.4 KiB
PHP
Executable file
//---------------------------------------------------------
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// Window Deployable
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// Idea by Exerpt
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// Code by Dark Dragon DX
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//---------------------------------------------------------
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datablock ShapeBaseImageData(windowDeployableImage) {
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mass = 1;
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emap = true;
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shapeFile = "ammo_chaingun.dts";
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item = windowDeployable;
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mountPoint = 1;
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offset = "-0.2 -0.125 0";
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rotation = "0 -1 0 90";
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deployed = DeployedWindow;
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heatSignature = 0;
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stateName[0] = "Idle";
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stateTransitionOnTriggerDown[0] = "Activate";
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stateName[1] = "Activate";
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stateScript[1] = "onActivate";
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stateTransitionOnTriggerUp[1] = "Idle";
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isLarge = false;
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maxDepSlope = 360;
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deploySound = ItemPickupSound;
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minDeployDis = 0.1;
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maxDeployDis = 50.0;
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};
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datablock ItemData(windowDeployable) {
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className = Pack;
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catagory = "Deployables";
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shapeFile = "stackable1s.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 1;
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rotate = true;
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image = "windowDeployableImage";
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pickUpName = "a window pack";
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heatSignature = 0;
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emap = true;
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};
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function windowDeployableImage::testObjectTooClose(%item) {
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return "";
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}
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function windowDeployableImage::testNoTerrainFound(%item) {
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// don't check this for non-Landspike turret deployables
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}
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function windowDeployable::onPickup(%this, %obj, %shape, %amount) {
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// created to prevent console errors
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}
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function windowDeployableImage::onDeploy(%item, %plyr, %slot) {
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//Object
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%className = "ForceFieldBare";
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%grounded = 0;
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if (%item.surface.getClassName() $= TerrainBlock)
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%grounded = 1;
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%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
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if (%item.surfaceinher == 0) {
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if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
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%item.surfaceNrm2 = %playerVector;
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else
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%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
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}
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%item.surfaceNrm3 = vectorCross(%item.surfaceNrm,%item.surfaceNrm2);
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%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
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%scale = getWords($packSetting["forcefield",%plyr.packSet],0,2);
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%mCenter = "-0.5 -0.5 -0.5";
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%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale,%mCenter);
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%scale = getWords(%pad,0,2);
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%item.surfacePt = getWords(%pad,3,5);
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%rot = getWords(%pad,6,9);
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// Add padding
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%padSize = 0.01;
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%scale = vectorAdd(%scale,%padSize * 2 SPC %padSize * 2 SPC -%padSize * 2);
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%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm),%padSize));
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%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm2),%padSize));
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%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(vectorCross(%item.surfaceNrm,%item.surfaceNrm2)),-%padSize));
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%datablock = "DeployedForceField" @ %plyr.packSet;
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%deplObj = new (%className)() {
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dataBlock = %dataBlock;
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selfPowered = true;
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scale = %scale;
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};
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schedule(1,0,"setSelfPowered",%deplObj);
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//////////////////////////Apply settings//////////////////////////////
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// [[Location]]:
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// exact:
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%deplObj.setTransform(%item.surfacePt SPC %rot);
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// misc info
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addDSurface(%item.surface,%deplObj);
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// [[Settings]]:
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%deplObj.grounded = %grounded;
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%deplObj.needsFit = 1;
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// [[Normal Stuff]]:
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// if(%deplObj.getDatablock().rechargeRate)
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// %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
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// set team, owner, and handle
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%deplObj.team = %plyr.client.team;
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%deplObj.setOwner(%plyr);
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// set the sensor group if it needs one
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if (%deplObj.getTarget() != -1)
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setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
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// place the deployable in the MissionCleanup/Deployables group (AI reasons)
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addToDeployGroup(%deplObj);
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//let the AI know as well...
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AIDeployObject(%plyr.client, %deplObj);
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// play the deploy sound
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serverPlay3D(%item.deploySound, %deplObj.getTransform());
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// increment the team count for this deployed object
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$TeamDeployedCount[%plyr.team, "forceFieldDeployable"]++;
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return %deplObj;
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}
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function setSelfPowered(%obj)
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{
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%obj.setSelfPowered();
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}
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/////////////////////////////////////
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function windowDeployableImage::onMount(%data, %obj, %node) {
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%obj.hasWindow = true; // set for spinecheck
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%obj.packSet = 0;
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displayPowerFreq(%obj);
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}
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function windowDeployableImage::onUnmount(%data, %obj, %node) {
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%obj.hasWindow = "";
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%obj.packSet = 0;
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}
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