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Initial commit.
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f5a6cfce9b
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344
Scripts/Packs/gravityfieldpack.cs
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344
Scripts/Packs/gravityfieldpack.cs
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//---------------------------------------------------------
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// Deployable Gravity Field
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//---------------------------------------------------------
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// Translucencies
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%fieldTrans = 1.0;
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%powerOffTrans = 0.25;
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// RGB
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%colourOn = 0.6;
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%colourOff = 0.15;
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%dimDiv = 3;
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datablock ForceFieldBareData(DeployedGravityField) {
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className = "gravityfield";
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fadeMS = 1000;
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baseTranslucency = %fieldTrans;
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powerOffTranslucency = %powerOffTrans;
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teamPermiable = true;
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otherPermiable = true;
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color = "1.0 1.0 1.0";
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powerOffColor = "0.0 0.0 0.0";
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targetTypeTag = 'GravityField';
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texture[0] = "skins/forcef1";
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texture[1] = "skins/forcef2";
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texture[2] = "skins/forcef3";
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texture[3] = "skins/forcef4";
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texture[4] = "skins/forcef5";
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framesPerSec = 10;
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numFrames = 5;
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scrollSpeed = 15;
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umapping = 1.0;
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vmapping = 0.15;
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deployedFrom = GravityFieldDeployable;
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velocityMod = 1;
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gravityMod = 1;
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appliedForce = "0 0 0";
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needsPower = true;
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};
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// slow
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datablock ForceFieldBareData(DeployedGravityField0) : DeployedGravityField {
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baseTranslucency = %fieldTrans;
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powerOffTranslucency = %powerOffTrans;
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teamPermiable = true;
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otherPermiable = true;
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color = %colourOff/%dimDiv SPC %colourOn/%dimDiv SPC %colourOff/%dimDiv;
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powerOffColor = "0.0 0.0 0.0";
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velocityMod = 1;
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gravityMod = 0;
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};
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// fast
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datablock ForceFieldBareData(DeployedGravityField1) : DeployedGravityField {
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baseTranslucency = %fieldTrans;
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powerOffTranslucency = %powerOffTrans;
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teamPermiable = true;
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otherPermiable = true;
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color = %colourOff SPC %colourOn SPC %colourOff;
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powerOffColor = "0.0 0.0 0.0";
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velocityMod = 1;
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gravityMod = 0;
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};
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// zero gravity
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datablock ForceFieldBareData(DeployedGravityField2) : DeployedGravityField {
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baseTranslucency = %fieldTrans;
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powerOffTranslucency = %powerOffTrans;
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teamPermiable = true;
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otherPermiable = true;
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color = %colourOn SPC %colourOn SPC %colourOff;
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powerOffColor = "0.0 0.0 0.0";
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velocityMod = 1;
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gravityMod = 0;
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};
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// fastfield
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datablock ForceFieldBareData(DeployedGravityField3) : DeployedGravityField {
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baseTranslucency = %fieldTrans;
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powerOffTranslucency = %powerOffTrans;
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teamPermiable = true;
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otherPermiable = true;
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color = %colourOn/%dimDiv SPC %colourOff/%dimDiv SPC %colourOn/%dimDiv;
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powerOffColor = "0.0 0.0 0.0";
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velocityMod = 1.5;
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gravityMod = 0;
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};
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// super fastfield
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datablock ForceFieldBareData(DeployedGravityField4) : DeployedGravityField {
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baseTranslucency = %fieldTrans;
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powerOffTranslucency = %powerOffTrans;
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teamPermiable = true;
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otherPermiable = true;
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color = %colourOn SPC %colourOff SPC %colourOn;
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powerOffColor = "0.0 0.0 0.0";
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velocityMod = 1.7;
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gravityMod = 0;
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};
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datablock ShapeBaseImageData(GravityFieldDeployableImage) {
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mass = 20;
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emap = true;
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shapeFile = "ammo_chaingun.dts";
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item = GravityFieldDeployable;
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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 = DeployedGravityField;
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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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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(GravityFieldDeployable) {
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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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joint = "4.75 4.75 4.75";
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rotate = true;
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image = "GravityFieldDeployableImage";
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pickUpName = "a gravity field pack";
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heatSignature = 0;
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emap = true;
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};
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function GravityFieldDeployableImage::testObjectTooClose(%item) {
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return;
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}
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function GravityFieldDeployableImage::testNoTerrainFound(%item) {
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// don't check this for non-Landspike turret deployables
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}
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function GravityFieldDeployable::onPickup(%this, %obj, %shape, %amount) {
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// created to prevent console errors
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}
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function GravityFieldDeployableImage::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)) $= "0 0 1")
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%item.surfaceNrm2 = %playerVector;
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else
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%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
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}
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%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
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%scale = getWords($packSetting["gravfield",%plyr.packSet],0,2);
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%space = rayDist(%item.surfacePt SPC %item.surfaceNrm,%scale);
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%scale = getWord(%scale,0) SPC getWord(%scale,0) SPC %space;
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// Shift field position since field handle is not field center
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%mod = firstWord($packSetting["gravfield",%plyr.packSet]) / 2;
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%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm2),%mod));
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%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(vectorCross(%item.surfaceNrm,%item.surfaceNrm2)),%mod));
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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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// Set datablock
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if (%plyr.packSet == 0)
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%dataBlock = nameToID(%item.deployed @ 0);
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else if (%plyr.packSet == 1)
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%dataBlock = nameToID(%item.deployed @ 1);
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else if (%plyr.packSet == 2)
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%dataBlock = nameToID(%item.deployed @ 0);
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else if (%plyr.packSet == 3)
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%dataBlock = nameToID(%item.deployed @ 1);
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else if (%plyr.packSet == 4)
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%dataBlock = nameToID(%item.deployed @ 2);
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else if (%plyr.packSet == 5)
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%dataBlock = nameToID(%item.deployed @ 3);
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else if (%plyr.packSet == 6)
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%dataBlock = nameToID(%item.deployed @ 4);
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%appliedForceVec = vectorNormalize(%item.surfaceNrm);
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if ($Host::ExpertMode == 1) {
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if (isCubic(%item.surface) && (%plyr.expertSet == 1 || %plyr.expertSet == 2) && %plyr.team == %item.surface.team
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&& %item.surface.getType() & $TypeMasks::StaticShapeObjectType
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&& (($Host::OnlyOwnerCubicReplace == 0) || (%plyr.client == %item.surface.getOwner()))) {
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if (%plyr.expertSet == 2)
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%appliedForceVec = vectorNormalize(realVec(%item.surface,"0 0 1"));
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%scale = vectorAdd(realSize(%item.surface),%padSize * 2 SPC %padSize * 2 SPC %padSize * 2);
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%center = realVec(%item.surface,vectorScale(getWords(%scale,0,1) SPC "0",-0.5));
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%item.surfacePt = vectorAdd(pos(%item.surface),%center);
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%rot = rot(%item.surface);
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%mod = vectorScale(matrixMulVector("0 0 0" SPC %rot ,"0 0 1"),-%padSize);
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%item.surfacePt = vectorAdd(%item.surfacePt,%mod);
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%item.surface.getDataBlock().disassemble(%plyr, %item.surface);
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}
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}
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%velocityMod = %dataBlock.velocityMod;
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%gravityMod = %dataBlock.gravityMod;
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%appliedForce = %dataBlock.appliedForce;
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%slowForce = 500;
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%fastForce = 1000;
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if (%plyr.packSet == 0)
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%appliedForce = vectorScale(%appliedForceVec,%slowForce);
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else if (%plyr.packSet == 1)
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%appliedForce = vectorScale(%appliedForceVec,%fastForce);
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else if (%plyr.packSet == 2)
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%appliedForce = vectorScale(%appliedForceVec,-%slowForce);
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else if (%plyr.packSet == 3)
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%appliedForce = vectorScale(%appliedForceVec,-%fastForce);
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%deplObj = new (%className)() {
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dataBlock = %dataBlock;
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scale = %scale;
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velocityMod = %velocityMod;
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gravityMod = %gravityMod;
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appliedForce = %appliedForce;
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};
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// Take the deployable off the player's back and out of inventory
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if ($Host::ExpertMode == 0) {
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%plyr.unMountImage(%slot);
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%plyr.decInventory(%item.item,1);
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}
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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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%deplObj.pzone.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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// 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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// Power object
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checkPowerObject(%deplObj);
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if (!%deplObj.powerCount > 0) {
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%deplObj.getDataBlock().disassemble(0,%deplObj); // Run Item Specific code.
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messageClient(%plyr.client,'MsgDeployFailed','\c2Gravity field lost - no power source found!%1','~wfx/misc/misc.error.wav');
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}
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return %deplObj;
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}
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/////////////////////////////////////
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function GravityFieldDeployableImage::onMount(%data, %obj, %node) {
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%obj.hasGravField = true; // set for gravfieldcheck
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%obj.packSet = 0;
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%obj.expertSet = 0;
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displayPowerFreq(%obj);
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}
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function GravityFieldDeployableImage::onUnmount(%data, %obj, %node) {
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%obj.hasGravField = "";
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%obj.packSet = 0;
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%obj.expertSet = 0;
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}
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function DeployedGravityField::disassemble(%data,%plyr,%obj) {
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if (isObject(%obj.pzone))
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%obj.pzone.delete();
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disassemble(%data,%plyr,%obj);
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}
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function DeployedGravityField0::disassemble(%data,%plyr,%obj) {
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DeployedGravityField::disassemble(%data,%plyr,%obj);
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}
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function DeployedGravityField1::disassemble(%data,%plyr,%obj) {
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DeployedGravityField::disassemble(%data,%plyr,%obj);
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}
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function DeployedGravityField2::disassemble(%data,%plyr,%obj) {
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DeployedGravityField::disassemble(%data,%plyr,%obj);
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}
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function DeployedGravityField3::disassemble(%data,%plyr,%obj) {
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DeployedGravityField::disassemble(%data,%plyr,%obj);
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}
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function DeployedGravityField4::disassemble(%data,%plyr,%obj) {
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DeployedGravityField::disassemble(%data,%plyr,%obj);
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}
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