T2-BoL/scripts/packs/buildingconstructor.cs
2015-08-30 02:30:29 -04:00

130 lines
3.7 KiB
PHP

//---------------------------------------------------------
// Deployable Spine, Code by Mostlikely, Prettied by JackTL
//---------------------------------------------------------
$TeamDeployableMax[constructorDeployable] = 1;
datablock ShapeBaseImageData(constructorDeployableImage) {
mass = 1;
emap = true;
shapeFile = "ammo_plasma.dts";
item = constructorDeployable;
mountPoint = 1;
offset = "0 -0.2 -0.55";
deployed = DeployedSpine;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = false;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.1;
maxDeployDis = 50.0;
};
datablock ItemData(constructorDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "constructorDeployableImage";
pickUpName = "a light support beam pack";
heatSignature = 0;
emap = true;
};
function constructorDeployableImage::testObjectTooClose(%item) {
return "";
}
function constructorDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function constructorDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function constructorDeployableImage::onDeploy(%item, %plyr, %slot) {
//Object
%className = "StaticShape";
%grounded = 0;
if (%item.surface.getClassName() $= TerrainBlock)
%grounded = 1;
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
if (%item.surfaceinher == 0) {
if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
%item.surfaceNrm2 = %playerVector;
else
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
}
%item.surfaceNrm3 = vectorCross(%item.surfaceNrm,%item.surfaceNrm2);
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%scale = getWords($packSetting["spine",%plyr.packSet],0,2);
%dataBlock = %item.deployed;
if (%plyr.packSet == 5) {
%space = rayDist(%item.surfacePt SPC %item.surfaceNrm,%scale,$AllObjMask);
if (%space != getWord(%scale,1))
%type = true;
%scale = getWord(%scale,0) SPC getWord(%scale,0) SPC %space;
}
else if (%plyr.packSet == 6 || %plyr.packSet == 7) {
%mCenter = "0 0 -0.5";
%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale,%mCenter);
%scale = getWords(%pad,0,2);
%item.surfacePt = getWords(%pad,3,5);
%rot = getWords(%pad,6,9);
if (%plyr.packSet == 7) {
%scale = vectorMultiply(%scale,1.845 SPC 2 SPC 1.744); // Update dfunctions.cs if changed!
%scaleIsSet = 1;
%item.surfacePt = vectorAdd(%item.surfacePt,vectorScale(%item.surfaceNrm3,0.5));
%rot = rotAdd(%rot,"1 0 0" SPC $Pi);
%dataBlock = "DeployedWoodSpine";
}
}
if (!%scaleIsSet)
%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
//Test pack -- make sure our structure is loaded
exec("data/Game/Structures/SMLCabin.cs");
build_SMLCabin(%plyr.client,%item.surfacePt,%plyr.client.team);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
%plyr.setInventory("constructorDeployable",0,1);
return %deplObj;
}
/////////////////////////////////////
function constructorDeployableImage::onMount(%data, %obj, %node) {
%obj.hasSpine = true; // set for spinecheck
%obj.packSet = 0;
displayPowerFreq(%obj);
}
function constructorDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasSpine = "";
%obj.packSet = 0;
}