T2-AAConstruction/scripts/packs/windowPack.cs
Robert MacGregor 23fed9edb7 Initial commit.
2016-02-22 12:04:31 -05:00

163 lines
4.4 KiB
PHP
Executable file

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