mirror of
https://github.com/Ragora/T2-BoL.git
synced 2026-01-20 03:24:47 +00:00
130 lines
3.6 KiB
C#
130 lines
3.6 KiB
C#
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//---------------------------------------------------------
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// Deployable Spine, Code by Mostlikely, Prettied by JackTL
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//---------------------------------------------------------
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$TeamDeployableMax[constructorDeployable] = 1;
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datablock ShapeBaseImageData(constructorDeployableImage) {
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mass = 1;
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emap = true;
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shapeFile = "ammo_plasma.dts";
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item = constructorDeployable;
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mountPoint = 1;
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offset = "0 -0.2 -0.55";
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deployed = DeployedSpine;
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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 = 0.1;
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maxDeployDis = 50.0;
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};
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datablock ItemData(constructorDeployable) {
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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 = "constructorDeployableImage";
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pickUpName = "a light support beam pack";
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heatSignature = 0;
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emap = true;
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};
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function constructorDeployableImage::testObjectTooClose(%item) {
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return "";
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}
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function constructorDeployableImage::testNoTerrainFound(%item) {
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// don't check this for non-Landspike turret deployables
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}
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function constructorDeployable::onPickup(%this, %obj, %shape, %amount) {
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// created to prevent console errors
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}
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function constructorDeployableImage::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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if (%item.surfaceinher == 0) {
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if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
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%item.surfaceNrm2 = %playerVector;
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else
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%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
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}
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%item.surfaceNrm3 = vectorCross(%item.surfaceNrm,%item.surfaceNrm2);
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%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
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%scale = getWords($packSetting["spine",%plyr.packSet],0,2);
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%dataBlock = %item.deployed;
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if (%plyr.packSet == 5) {
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%space = rayDist(%item.surfacePt SPC %item.surfaceNrm,%scale,$AllObjMask);
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if (%space != getWord(%scale,1))
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%type = true;
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%scale = getWord(%scale,0) SPC getWord(%scale,0) SPC %space;
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}
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else if (%plyr.packSet == 6 || %plyr.packSet == 7) {
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%mCenter = "0 0 -0.5";
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%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale,%mCenter);
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%scale = getWords(%pad,0,2);
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%item.surfacePt = getWords(%pad,3,5);
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%rot = getWords(%pad,6,9);
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if (%plyr.packSet == 7) {
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%scale = vectorMultiply(%scale,1.845 SPC 2 SPC 1.744); // Update dfunctions.cs if changed!
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%scaleIsSet = 1;
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%item.surfacePt = vectorAdd(%item.surfacePt,vectorScale(%item.surfaceNrm3,0.5));
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%rot = rotAdd(%rot,"1 0 0" SPC $Pi);
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%dataBlock = "DeployedWoodSpine";
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}
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}
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if (!%scaleIsSet)
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%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
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//Test pack -- make sure our structure is loaded
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exec("data/Game/Structures/SMLCabin.cs");
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build_SMLCabin(%plyr.client,%item.surfacePt,%plyr.client.team);
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// play the deploy sound
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serverPlay3D(%item.deploySound, %deplObj.getTransform());
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%plyr.setInventory("constructorDeployable",0,1);
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return %deplObj;
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}
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/////////////////////////////////////
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function constructorDeployableImage::onMount(%data, %obj, %node) {
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%obj.hasSpine = true; // set for spinecheck
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%obj.packSet = 0;
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displayPowerFreq(%obj);
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}
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function constructorDeployableImage::onUnmount(%data, %obj, %node) {
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%obj.hasSpine = "";
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%obj.packSet = 0;
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}
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