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225
Scripts/Packs/blastwwall.cs
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225
Scripts/Packs/blastwwall.cs
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//---------------------------------------------------------
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// Deployable wall, Code by Parousia
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//---------------------------------------------------------
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datablock StaticShapeData(DeployedwWall) : StaticShapeDamageProfile {
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className = "wwall";
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shapeFile = "smiscf.dts";
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maxDamage = 0.5;
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destroyedLevel = 0.5;
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disabledLevel = 0.3;
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isShielded = true;
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energyPerDamagePoint = 240;
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maxEnergy = 50;
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rechargeRate = 0.25;
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explosion = HandGrenadeExplosion;
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expDmgRadius = 3.0;
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expDamage = 0.1;
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expImpulse = 200.0;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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deployedObject = true;
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cmdCategory = "DSupport";
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cmdIcon = CMDSensorIcon;
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cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
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targetNameTag = 'Light Walk Way';
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deployAmbientThread = true;
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debrisShapeName = "debris_generic_small.dts";
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debris = DeployableDebris;
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heatSignature = 0;
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needsPower = true;
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};
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datablock ShapeBaseImageData(wWallDeployableImage) {
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mass = 20;
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emap = true;
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shapeFile = "stackable1s.dts";
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item = wwallDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedwWall;
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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;
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maxDeployDis = 50.0;
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};
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datablock ItemData(wwallDeployable) {
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className = Pack;
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catagory = "Deployables";
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shapeFile = "stackable1s.dts";
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mass = 5.0;
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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 = "wWallDeployableImage";
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pickUpName = "a light walkway pack";
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heatSignature = 0;
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emap = true;
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};
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function wWallDeployableImage::testObjectTooClose(%item) {
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return "";
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}
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function wWallDeployableImage::testNoTerrainFound(%item) {
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// don't check this for non-Landspike turret deployables
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}
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function wwallDeployable::onPickup(%this, %obj, %shape, %amount) {
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// created to prevent console errors
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}
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function wWallDeployableImage::onDeploy(%item, %plyr, %slot) {
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//Object
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%className = "StaticShape";
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%grounded = 0;
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if (%item.surface.getClassName() $= TerrainBlock)
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%grounded = 1;
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%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
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%rot = intRot("1 0 0 0",%playerVector);
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%scale ="5 5 0.5";
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if ($Host::ExpertMode == 1) {
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if (%plyr.expertSet == 2)
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%scale = getWord(%scale,0) * 2 SPC getWords(%scale,1,2);
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if (%plyr.expertSet == 3)
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%scale = getWord(%scale,0) SPC getWord(%scale,1) * 2 SPC getWord(%scale,2);
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}
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%surfaceAdjust = 1;
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// Do we link with another shape?
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if (%item.surface.getClassName() $= "StaticShape") {
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%surfaceAdjust = 0;
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// [[Most]] Get the relative x y location from the "pure" informtation.
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%link = sidelink(%item.surface,%item.surfaceNrm,%item.surfacePt,%scale,"0 0 -0.5");
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%location = getWords(%link,0,2);
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%side = getWords(%link,3,5);
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%dirside = getWords(%link,6,8);
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// [[Most]] Set the rotation to match the surfaceNrm and match the side.
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// The power of the full rotation system.. ;)
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%rot = fullRot(%item.surfaceNrm,%dirside);
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// [[Most]] Adjust the location to match the scale.
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%adjust = vectorScale(%item.surfaceNrm,getWord(%scale,2));
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%item.surfacePt = vectorSub(%location, %adjust);
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}
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// If we do not link with another shape
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if(%surfaceAdjust) {
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%item.surfacePt = vectorSub(%item.surfacePt,"0 0" SPC getWord(%scale,2) - 1); // Rise 1 meter above surface
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}
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%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
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%deplObj = new (%className)() {
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dataBlock = %item.deployed;
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scale = %scale;
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};
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%deplObj.setTransform(%item.surfacePt SPC %rot);
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%axis = vectorCross(virvec(%item.surface,%item.surfaceNrm),virvec(%item.surface,%side));
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%axis = vectorScale(%axis,-1);
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%vec1 = vectorScale(virvec(%item.surface,%side),0.5);
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%vec2 = vectorAdd(vectorScale(virvec(%item.surface,%item.surfaceNrm),-0.5),"0 0 -0.5");
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deployEffect(%deplObj,%location,%side,"walk");
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%angle = getWord($packSetting["walk",%plyr.packSet],0)/180*$Pi;
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%deplObj.setTransform(remoterotate(%deplObj,%axis SPC %angle,%item.surface,vectorAdd(%vec2,%vec1)));
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if ($Host::ExpertMode == 1 && %plyr.expertSet == 1) {
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%v = getRandom()*0.02 SPC getRandom()*0.02 SPC getRandom()*0.02;
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%deplObj.setTransform(vectorAdd(pos(%deplObj),%v) SPC rot(%deplObj));
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}
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//////////////////////////Apply settings//////////////////////////////
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// [[Location]]:
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// exact:
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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 power frequency
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%deplObj.powerFreq = %plyr.powerFreq;
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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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$TeamDeployedCount[%plyr.team, %item.item]++;
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%deplObj.deploy();
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// Power object
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checkPowerObject(%deplObj);
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return %deplObj;
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}
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function DeployedwWall::onDestroyed(%this, %obj, %prevState) {
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if (%obj.isRemoved)
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return;
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%obj.isRemoved = true;
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Parent::onDestroyed(%this, %obj, %prevState);
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$TeamDeployedCount[%obj.team, wwallDeployable]--;
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remDSurface(%obj);
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%obj.schedule(500, "delete");
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cascade(%obj);
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fireBallExplode(%obj,1);
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}
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function wWallDeployableImage::onMount(%data, %obj, %node) {
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%obj.hasWalk = true; // set for wwallcheck
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%obj.packSet = 0;
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displayPowerFreq(%obj);
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}
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function wWallDeployableImage::onUnmount(%data, %obj, %node) {
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%obj.packSet = 0;
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%obj.hasWalk = "";
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}
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