T2-ACCM/scripts/packs/Medpack.cs
2013-03-17 23:06:38 -04:00

483 lines
14 KiB
C#

datablock AudioProfile(MedPackCureSound)
{
filename = "fx/packs/shield_hit.wav";
description = AudioClosest3d;
preload = true;
};
datablock ShapeBaseImageData(MedPackImage)
{
shapeFile = "pack_upgrade_ammo.dts";
item = MedPack;
mountPoint = 1;
offset = "0 0 0";
emap = true;
gun = MedPackGunImage;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = RepairPackActivateSound;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(MedPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_ammo.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "MedPackImage";
pickUpName = "a Med pack";
lightOnlyStatic = true;
lightType = "PulsingLight";
lightColor = "1 0 0 1";
lightTime = 1200;
lightRadius = 4;
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(MedpackImg1)
{
shapeFile = "pack_upgrade_repair.dts";
mountPoint = 1;
offset = "0 -0.05 0";
emap = true;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateSequence[1] = "fire";
stateTransitionOnTriggerUp[1] = "Idle";
};
datablock ShapeBaseImageData(MedpackImg2)
{
shapeFile = "repair_kit.dts";
mountPoint = 1;
offset = "0 -0.2 -0.18";
emap = true;
};
datablock ShapeBaseImageData(MedpackImg2b)
{
shapeFile = "repair_kit.dts";
mountPoint = 1;
offset = "0 -0.2 0.15";
emap = true;
};
//--------------------------------------------------------------------------
// Repair Gun
datablock ShockLanceProjectileData(ReviveProj)
{
directDamage = 0;
radiusDamageType = $DamageType::ShockLance;
kickBackStrength = 0; // z0dd - ZOD, 3/30/02. More lance kick. was 2500
velInheritFactor = 0;
sound = "";
zapDuration = 1.0;
impulse = 1800;
boltLength = 16.0;
extension = 16.0;
lightningFreq = 25.0;
lightningDensity = 3.0;
lightningAmp = 0.25;
lightningWidth = 0.05;
shockwave = ShocklanceHit;
boltSpeed[0] = 2.0;
boltSpeed[1] = -0.5;
texWrap[0] = 1.5;
texWrap[1] = 1.5;
startWidth[0] = 0.3;
endWidth[0] = 0.6;
startWidth[1] = 0.3;
endWidth[1] = 0.6;
texture[0] = "special/shockLightning01";
texture[1] = "special/shockLightning02";
texture[2] = "special/shockLightning03";
texture[3] = "special/ELFBeam";
emitter[0] = ShockParticleEmitter;
};
datablock ShapeBaseImageData(MedPackGunImage)
{
shapeFile = "pack_upgrade_repair.dts";
offset = "0 0.15 0";
rotation = "1 0 0 90";
usesEnergy = true;
minEnergy = 3;
cutOffEnergy = 3.1;
emap = true;
repairFactorPlayer = 0.005;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.25;
stateName[1] = "ActivateReady";
stateScript[1] = "onActivateReady";
stateSpinThread[1] = Stop;
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "ActivateReady";
stateName[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnNoAmmo[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Repair";
stateName[4] = "Repair";
stateSound[4] = RepairPackFireSound;
stateScript[4] = "onRepair";
stateAllowImageChange[4] = false;
stateSequence[4] = "fire";
stateFire[4] = true;
stateEnergyDrain[4] = 32;
stateTransitionOnNoAmmo[4] = "Deactivate";
stateTransitionOnTriggerUp[4] = "Deactivate";
stateTransitionOnNotLoaded[4] = "Validate";
stateName[5] = "Deactivate";
stateScript[5] = "onDeactivate";
stateSpinThread[5] = SpinDown;
stateSequence[5] = "activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 0.2;
stateTransitionOnTimeout[5] = "ActivateReady";
};
//---------------------------
//PACK STUFF
//---------------------------
function MedPackImage::onMount(%data, %obj, %node){
%obj.mountImage(MedpackImg1, 4);
%obj.mountImage(MedpackImg2, 7);
}
function MedPackImage::onUnmount(%data, %obj, %node)
{
if(%obj.getMountedImage($WeaponSlot))
if(%obj.getMountedImage($WeaponSlot).getName() $= "MedPackGunImage")
%obj.unmountImage($WeaponSlot);
%obj.unmountImage(4);
%obj.unmountImage(7);
}
function MedPackImage::onActivate(%data, %obj, %slot)
{
%obj.setImageTrigger(4, true);
%obj.mountImage(MedpackImg2b, 7);
messageClient( %obj.triggeredBy.client, 'CloseHud', "", 'scoreScreen' );
messageClient( %obj.triggeredBy.client, 'CloseHud', "", 'inventoryScreen' );
commandToClient(%obj.triggeredBy.client, 'StationVehicleShowHud');
if(%obj.isPilot())
{
%obj.setImageTrigger(%slot, false);
return;
}
if(%obj.getMountedImage($WeaponSlot).getName() !$= "MedPackGunImage")
{
messageClient(%obj.client, 'MsgRepairPackOn', '\c2Repair pack activated.');
%obj.setArmThread(look);
%obj.mountImage(MedPackGunImage, $WeaponSlot);
commandToClient(%obj.client, 'setRepairReticle');
}
}
function MedPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger(4, false);
%obj.setImageTrigger(%slot, false);
if(%obj.getMountedImage($WeaponSlot).getName() $= "MedpackGunImage")
%obj.unmountImage($WeaponSlot);
%obj.mountImage(MedpackImg2, 7);
}
//---------------------------
//GUN STUFF
//---------------------------
function MedPackGunImage::onMount(%this,%obj,%slot)
{
%obj.setImageAmmo(%slot,true);
if ( !isDemo() )
commandToClient( %obj.client, 'setRepairPackIconOn' );
%obj.usingMedGun = 1;
Bottomprint(%obj.client, "Med Gun: Fire to repair whithin a radius, jet to revive someone.\nIf on mode 2 (use mine key to toggle), you will cure an infected person.", 5, 2);
}
function MedPackGunImage::onUnmount(%this,%obj,%slot)
{
if(%obj.isreping == 1)
MedstopRepair(%obj);
%obj.setImageTrigger(%slot, false);
%obj.setImageTrigger($BackpackSlot, false);
if ( !isDemo() )
commandToClient( %obj.client, 'setRepairPackIconOff' );
%obj.usingMedGun = 0;
}
function MedPackGunImage::onRepair(%this,%obj,%slot){
%obj.isreping = 1;
%pos = %obj.getWorldBoxCenter();
%obj.reptargets = "";
InitContainerRadiusSearch(%pos, 10, $TypeMasks::PlayerObjectType);
while ((%targetObject = containerSearchNext()) != 0){
if(%targetObject.getDamageLevel() > 0.0 && %targetObject.getState() !$= "dead")
%obj.reptargets = %obj.reptargets @ %targetObject @" ";
}
if(%obj.reptargets $= ""){
messageclient(%obj.client, 'MsgClient', '\c2No targets to repair.');
}
Medrepair(%obj, %obj.reptargets);
}
function MedPackGunImage::onDeactivate(%this,%obj,%slot)
{
MedstopRepair(%obj);
}
function Medrepair(%obj, %targets){
if(%obj.isreping == 0)
return;
if(%targets !$= ""){
%numtrgs = getNumberOfWords(%targets);
for(%i = 0; %i < %numtrgs; %i++){
%target = getWord(%targets, %i);
if(vectorDist(%obj.getWorldBoxCenter(), %target.getWorldBoxCenter()) <= 10 && %target.getDamageLevel() > 0.0){
if(%target.reping != 1){
%target.reping = 1;
%target.setRepairRate(%target.getRepairRate() + MedPackGunImage.repairFactorPlayer);
}
}
else{
if(%target.reping == 1){
%target.reping = 0;
%target.setRepairRate(%target.getRepairRate() - MedPackGunImage.repairFactorPlayer);
}
}
}
}
%pos = %obj.getWorldBoxCenter();
%obj.reptargets = "";
InitContainerRadiusSearch(%pos, 10, $TypeMasks::PlayerObjectType);
while ((%targetObject = containerSearchNext()) != 0){
if(%targetObject.getDamageLevel() > 0.0 && %targetObject.getState() !$= "dead")
%obj.reptargets = %obj.reptargets @ %targetObject @" ";
}
if(%obj.isreping == 1)
%obj.reploop = schedule(500, 0, "Medrepair", %obj, %obj.reptargets);
}
function MedstopRepair(%obj){
%obj.isreping = 0;
if(%obj.reptargets !$= ""){
%numtrgs = getNumberOfWords(%obj.reptargets);
for(%i = 0; %i < %numtrgs; %i++){
%target = getWord(%obj.reptargets, %i);
if(%target.reping == 1){
%target.reping = 0;
%target.setRepairRate(%target.getRepairRate() - MedPackGunImage.repairFactorPlayer);
}
}
}
}
//---------------------------
//REVIVE
//---------------------------
function checkcure(%player)
{
%pos = %player.getMuzzlePoint($WeaponSlot);
%vec = %player.getMuzzleVector($WeaponSlot);
%targetpos = vectoradd(%pos,vectorscale(%vec,5));
%obj = containerraycast(%pos, %targetpos, $TypeMasks::PlayerObjectType, %player);
%obj = getword(%obj, 0);
if(!isObject(%obj))
%obj = %player;
if(!isObject(%obj.client))
{
messageClient(%player.client, "", "\c2Either you're trying to cure a zombie or that is the wrong type of object.");
return;
}
if(%obj.client.team != %player.client.team)
{
messageClient(%player.client, "", "\c2You cannot cure the other team!");
return;
}
if(!%obj.infected)
{
if(%obj != %player)
messageClient(%player.client, "", "\c2That person isn't infected.");
else
messageClient(%player.client, "", "\c2You aren't infected.");
return;
}
%obj.infected = 0;
cancel(%obj.infectedDamage);
%obj.infectedDamage = "";
%obj.beats = 0;
%obj.canZkill = 0;
%obj.hit = 0; // Ravenger bite count.
cancel(%obj.zombieAttackImpulse);
serverPlay3d(MedPackCureSound, %obj.getTransform());
if(%obj != %player)
{
messageClient(%obj.client, "", "\c2"@%player.client.nameBase@" has cured you.");
messageClient(%player.client, "", "\c2You just cured "@%obj.client.nameBase@"!");
}
else
messageClient(%obj.client, "", "\c2You have cured yourself.");
if(getRandom() > 0.9)
{
%quarter = %obj.getDatablock().maxDamage / 4;
%obj.setDamageLevel(%obj.getDamageLevel() + %quarter);
%obj.setDamageFlash(0.5);
playPain(%obj);
// Eolk - this is just a safety.
if(%obj.getDamageLevel() >= %obj.getDatablock().maxDamage)
Game.onClientKilled(%obj.client, %player.client, $DamageType::MedPackVaccine);
messageClient(%obj.client, "", "\c2You have been overdosed on the antidote vaccine!");
if(%obj != %player)
messageClient(%player.client, "", "\c2You overdosed the target with vaccine!");
}
}
function checkrevive(%obj){
if(isObject(%obj.lasttouchedcorpse)){
%Tobj = %obj.lasttouchedcorpse;
if(%Tobj.infected == 1 || %Tobj.kibbled == 1){
messageclient(%obj.client, 'MsgClient', "\c2This body is destroyed or ... changing.");
return;
}
if(vectorDist(%obj.getPosition(),%Tobj.getPosition()) > 3){
messageclient(%obj.client, 'MsgClient', "\c2Must be in contact with a body to revive it.");
return;
}
%eyevec = %obj.getEyeVector();
%eyepos = posFromTransform(%obj.getEyeTransform());
%Tvec = vectorNormalize(vectorSub(%Tobj.getPosition(),%eyepos));
if(vectorDist(%eyevec, %Tvec) > 0.5){
messageclient(%obj.client, 'MsgClient', "\c2Must be looking at body.");
return;
}
if(%Tobj.getState() !$= "dead"){
messageclient(%obj.client, 'MsgClient', "\c2Cannot revive, target isnt dead.");
return;
}
if(%Tobj.team != %obj.team){
messageclient(%obj.client, 'MsgClient', "\c2Revive target should be the same team as you.");
return;
}
if((%obj.getEnergyLevel() / %obj.getDataBlock().maxEnergy) >= 0.9){
%obj.setEnergyLevel(0);
revive(%obj, %tobj);
}
else
messageclient(%obj.client, 'MsgClient', "\c2Must have more energy to initiate reviver.");
}
else
messageclient(%obj.client, 'MsgClient', "\c2Must be in contact with a body to revive it.");
}
function revive(%obj, %target){
if(%target.client.getControlObject() !$= %target.client.player){
//necessitys
%target.setDamageLevel(%target.getdatablock().maxDamage - 0.1);
%target.client.setControlObject(%target);
%target.revived = 1;
Cancel(%target.ParaLoop);
Cancel(%target.revcheck);
%target.client.player = %target;
//points and message
%obj.client.revivecount++;
messageclient(%target.client, 'MsgClient', "\c2You were revived by "@%obj.client.namebase@".");
messageclient(%obj.client, 'MsgClient', "\c2You revived "@%target.client.namebase@".");
//effects
%target.setDamageFlash(1);
%target.setMoveState(true);
playDeathCry(%target);
revivestand(%target, 0);
for(%i =0; %i<$InventoryHudCount; %i++)
%target.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
%target.client.clearBackpackIcon();
%obj.playAudio(0, ShockLanceHitSound);
%p = new ShockLanceProjectile() {
dataBlock = ReviveProj;
initialDirection = vectorNormalize(vectorSub(%target.getPosition(),%obj.getMuzzlePoint($WeaponSlot)));
initialPosition = %obj.getMuzzlePoint($WeaponSlot);
sourceObject = %obj;
sourceSlot = %obj.getMuzzlePoint($WeaponSlot);
targetId = %target;
};
MissionCleanup.add(%p);
}
else
messageclient(%obj.client, 'MsgClient', "\c2Target already has another clone in use.");
}
function revivestand(%obj, %count){
if(%obj.getstate() $= "dead")
return;
if(%count <= 2){
%obj.setActionThread("scoutRoot",true);
%obj.setDamageFlash(0.7);
}
else if(%count <= 5){
%obj.setActionThread("sitting",true);
%obj.setDamageFlash(0.4);
}
else if(%count >= 6){
%obj.setActionThread("ski",true);
%obj.setMoveState(false);
return;
}
%count++;
schedule(500, 0, "revivestand", %obj, %count);
}