mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-20 03:14:44 +00:00
398 lines
11 KiB
C#
398 lines
11 KiB
C#
//client.player.setInventory(doorDeployable,1,true);
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//---------------------------------------------------------
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// Deployable mspine, Code by Parousia
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//---------------------------------------------------------
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datablock StaticShapeData(DeployedDoor) : StaticShapeDamageProfile {
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className = "door";
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shapeFile = "Pmiscf.dts"; // b or dmiscf.dts, alternate
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maxDamage = 5;
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destroyedLevel = 5;
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disabledLevel = 4;
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isShielded = true;
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energyPerDamagePoint = 60;
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maxEnergy = 100;
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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 = 'Door';
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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(DoorDeployableImage) {
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mass = 1;
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emap = true;
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shapeFile = "stackable1s.dts";
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item = DoorDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedDoor;
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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(DoorDeployable) {
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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 = "DoorDeployableImage";
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pickUpName = "a door pack";
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heatSignature = 0;
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emap = true;
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};
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function DoorDeployableImage::testObjectTooClose(%item) {
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return "";
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}
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function DoorDeployableImage::testNoTerrainFound(%item) {
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// don't check this for non-Landspike turret deployables
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}
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function DoorDeployable::onPickup(%this, %obj, %shape, %amount) {
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// created to prevent console errors
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}
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function doorDeployableImage::onMount(%data, %obj, %node) {
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%obj.hasDoor = true; // set for blastcheck
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%obj.packSet = 0;
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%obj.expertSet = 3;
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displayPowerFreq(%obj);
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}
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function doorDeployableImage::onUnmount(%data, %obj, %node) {
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%obj.hasDoor = "";
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%obj.packSet = 0;
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%obj.expertSet = 0;
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}
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function doorDeployableImage::onDeploy(%item, %plyr, %slot) {
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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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if (%item.surfaceinher == 0) {
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if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1"){
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%item.surfaceNrm2 = %playerVector;
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}
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else{
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%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
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}
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}
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%rot1 = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
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%scale1 = "0.5 6 160";
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%scale2 = "0.5 8 160";
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%dataBlock = %item.deployed;
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%space = rayDist(%item.surfacePt SPC %item.surfaceNrm,%scale1,$AllObjMask);
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if (%space != getWord(%scale1,1))
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%type = true;
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%scale1 = getWord(%scale1,0) SPC getWord(%scale1,0) SPC %space;
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%mCenter = "0 0 -0.5";
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%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale2,%mCenter);
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%scale2 = getWords(%pad,0,2);
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%item.surfacePt2 = getWords(%pad,3,5);
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//%vec1 = realVec(getWord(%item.surface,0),%item.surfaceNrm);
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//%vec1 = realVec(%pad,%item.surfaceNrm);
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%vec1 =validateVal(MatrixMulVector("0 0 0",%item.surfaceNrm));
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if (!%scaleIsSet){
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%scale1 = vectorMultiply(%scale1,1/4 SPC 1/3 SPC 2);
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%scale2 = vectorMultiply(%scale2,1/4 SPC 1/3 SPC 2);
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%x = (getWord(%scale2,1)/0.166666)*0.125;
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%scale3 = %x SPC 0.166666 SPC getWord(%scale1,2);
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}
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%dir1 = VectorNormalize(vectorSub(%item.surfacePt,%item.surfacePt2));
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%adjust1 = vectorNormalize(vectorProject(%dir1,vectorCross(%item.surfaceNrm,%item.surfaceNrm2)));
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%offset1 = -0.5;
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%adjust1 = vectorScale(%adjust1,-0.5 * %offset1);
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%deplObj = new (%className)() {
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dataBlock = %dataBlock;
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scale = %scale3;
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};
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%deplObj.closedscale = %scale3;
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%deplObj.openedscale = getwords(%scale3,0,1) SPC 0.1;
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//////////////////////////Apply settings//////////////////////////////
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// exact:
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//%deplObj.setTransform(%item.surfacePt SPC %rot1);
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%deplObj.setTransform(vectorAdd(VectorAdd(%item.surfacePt2, VectorScale(%vec1,getword(%scale3,2)/-4)),%adjust1) SPC %rot1);
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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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%deplObj.isdoor = 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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$TeamDeployedCount[%plyr.team, %item.item]++;
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%deplObj.deploy();
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%deplobj.timeout = getWord($expertSetting["Door", %plyr.expertSet], 0);
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%deplobj.hasslided = 0;
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%deplobj.state = "Closed";
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if (%plyr.packset==0)
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%deplobj.toggletype=0;
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if (%plyr.packset==1)
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%deplobj.toggletype=1;
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if (%plyr.packset==2) {
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%deplobj.powercontrol=1;
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%deplobj.toggletype=1;
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}
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if (%plyr.packset==3) {
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%deplobj.powercontrol=2;
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%deplobj.toggletype=1;
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}
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if (%plyr.packset==4) {
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%deplobj.collisionType = 1;
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%deplobj.toggletype=0; // This is left mostly as a reference.
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}
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if (%plyr.packset==5)
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{
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%deplobj.collisionType = 2;
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%deplobj.accessLevel = 1;
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%deplobj.toggletype=0; // This is left mostly as a reference.
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messageClient(%plyr.client, "", "\c2Use \c3/setAccess [level] \c2- to set the access level needed for this door, use \c3/setPAccess [name] [level] \c2- to set someone's access level over your pieces.");
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}
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if (%plyr.packset==6) {
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%deplobj.collisionType = 3;
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%deplobj.toggletype=0; // This is left mostly as a reference.
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}
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if (%plyr.packset==7) {
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%deplobj.collisionType = 4;
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%deplobj.toggletype=0; // This is left mostly as a reference.
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}
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%deplobj.canmove = true;
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// Power object
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checkPowerObject(%deplObj); // Keep this down here. It updates the state of the powered doors.
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return %deplObj;
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}
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function Deployeddoor::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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$TeamDeployedCount[%obj.team, DoorDeployable]--;
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remDSurface(%obj);
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%obj.schedule(500,"delete");
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cascade(%obj);
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fireBallExplode(%obj,1);
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}
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function Deployeddoor::disassemble(%data,%plyr,%hTgt) {
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disassemble(%data,%plyr,%hTgt);
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}
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function doorDeployableImage::onMount(%data,%obj,%node) {
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%obj.hasdoor = true; // set for mspinecheck
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%obj.packSet = 0;
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%obj.expertSet = 0;
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displayPowerFreq(%obj);
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}
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function doorDeployableImage::onUnmount(%data,%obj,%node) {
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%obj.hasdoor = "";
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%obj.packSet = 0;
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%obj.expertSet = 0;
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}
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function Deployeddoor::onGainPowerEnabled(%data,%obj) {
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if(%obj.canmove == true && %obj.powercontrol >= 1)
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{
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if(%obj.powerControl == 1 && %obj.state !$= "opened") // open when powered
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schedule(10, 0, "open", %obj);
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else if(%obj.powerControl == 2 && %obj.state !$= "closed") // closed when powered
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schedule(10, 0, "close", %obj, 1);
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}
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Parent::onGainPowerEnabled(%data,%obj);
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}
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function Deployeddoor::onLosePowerDisabled(%data,%obj) {
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if(%obj.canmove == true && %obj.powercontrol >= 1)
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{
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if(%obj.powerControl == 1 && %obj.state !$= "closed") // open when unpowered
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schedule(10, 0, "close", %obj, 1);
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else if(%obj.powerControl == 2 && %obj.state !$= "opened") // closed when unpowered
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schedule(10, 0, "open", %obj);
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}
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Parent::onLosePowerDisabled(%data,%obj);
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}
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function DeployedDoor::onCollision(%data, %obj, %col)
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{
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if(%obj.canMove == true && %obj.collisionType > 0 && %col.getDataBlock().getClassName() $= "PlayerData")
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{
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switch$(%obj.collisionType)
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{
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case 1:
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Open(%obj);
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case 2:
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if(%col.client.givenAccess[%obj.getOwner()] >= %obj.accessLevel || %obj.getOwner() == %col.client)
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Open(%obj);
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else
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messageClient(%col.client, "", "\c3Access denied. \c2You need \c3level-"@%obj.accessLevel@"\c2 from \c3"@%obj.getOwner().nameBase@"\c2 to access this door.");
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case 3:
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if(%obj.getOwner() == %col.client)
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Open(%obj);
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else
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messageClient(%col.client, "", "\c3Access denied. \c2This door is only for \c3"@%obj.getOwner().nameBase@"\c2.");
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case 4:
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if(%col.client.isAdmin || %obj.getOwner() == %col.client)
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Open(%obj);
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else
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messageClient(%col.client, "", "\c3Access denied. \c2This door is for \c3admins \c2or \c3"@%obj.getOwner().nameBase@"\c2 only.");
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}
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}
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// Don't call parent! It causes console spam!
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// -- Eolk
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}
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////////////////////
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////////////////////
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function open(%obj)
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{
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if (!isObject(%obj))
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return;
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if (%obj.canmove == true)
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{
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%obj.moving = "open";
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%obj.prevscale = %obj.scale;
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%obj.closedscale= %obj.scale;
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%obj.canmove = false;
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}
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if (getWord(%obj.scale, 2) < 0.3)
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{
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%obj.issliding = 0;
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%obj.scale = getWord(%obj.scale,0) SPC getWord(%obj.scale,1) SPC 0.1;
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%obj.settransform(%obj.gettransform());
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%obj.state = "opened";
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%obj.openedscale= %obj.scale;
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if (%obj.toggletype == 0)
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schedule(%obj.timeout * 1000, 0, "close", %obj, 1);
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else
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%obj.canmove = true;
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return;
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}
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%obj.scale = getWord(%obj.scale, 0) SPC getWord(%obj.scale, 1) SPC getWord(%obj.prevscale ,2) - 0.4;
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%obj.settransform(%obj.gettransform());
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%obj.prevscale = %obj.scale;
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schedule(40, 0, "open", %obj);
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}
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/////////////////////
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/////////////////////
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function close(%obj,%timeout)
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{
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if (!isObject(%obj))
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return;
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if (%obj.canmove == true)
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{
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%obj.moving = "close";
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%obj.prevscale =%obj.scale;
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%obj.openedscale=%obj.scale;
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%obj.canmove = false;
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}
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if (getWord(%obj.scale, 2) > getWord(%obj.closedscale, 2) - 0.2)
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{
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%obj.issliding = 0;
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%obj.scale = getWord(%obj.scale,0) SPC getWord(%obj.scale,1) SPC getWord(%obj.closedscale,2);
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%obj.settransform(%obj.gettransform());
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%obj.state = "closed";
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%obj.closedscale= %obj.scale;
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%obj.canmove = true;
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return;
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}
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%obj.scale = getWord(%obj.scale, 0) SPC getWord(%obj.scale, 1) SPC getWord(%obj.prevscale, 2) + 0.4;
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%obj.settransform(%obj.gettransform());
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%obj.prevscale = %obj.scale;
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schedule(40, 0, "close", %obj);
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}
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