mirror of
https://github.com/Ragora/T2-BoL.git
synced 2026-01-19 19:14:45 +00:00
315 lines
9.7 KiB
PHP
315 lines
9.7 KiB
PHP
//--------------------------------------------------------------------------
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// C4
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// Used only in Search & Destroy gameMode
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// When deployed (must be deploying on an objective) a timer is started
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// When the timer runs out, objective goes boom and offence wins
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// But the bomb can be defused by defence.
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//--------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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// Projectile
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//-------------------------------------------------------------------------
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// shapebase datablocks
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datablock ShapeBaseImageData(C4Image)
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{
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shapeFile = "pack_upgrade_satchel.dts";
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item = C4Charge;
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mountPoint = 1;
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offset = "0 0 0";
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emap = true;
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};
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datablock ItemData(C4Charge)
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{
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className = Pack;
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catagory = "Packs";
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image = C4Image;
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shapeFile = "pack_upgrade_satchel.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 = 2;
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rotate = true;
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pickUpName = "a C4";
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computeCRC = true;
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};
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datablock StaticShapeData(C4Deployed) : StaticShapeDamageProfile
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{
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shapeFile = "pack_upgrade_satchel.dts";
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explosion = SatchelMainExplosion;
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underwaterExplosion = UnderwaterSatchelMainExplosion;
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armDelay = 2500;
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maxDamage = 0.6;
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disabledLevel = 0.5;
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destroyedLevel = 0.6;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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renderWhenDestroyed = false;
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kickBackStrength = 4000;
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};
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//--------------------------------------------------------------------------
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function C4::onUse(%this, %obj)
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{
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%item = new Item() {
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dataBlock = SatchelChargeTossed;
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rotation = "0 0 1 " @ (getRandom() * 360);
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};
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MissionCleanup.add(%item);
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// take pack out of inventory and unmount image
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%obj.decInventory(SatchelCharge, 1);
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%obj.throwObject(%item);
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%item.sourceObject = %obj;
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// z0dd - ZOD, 5/16/02. Schedule a check to see if the satchel is at rest but not stuck to anything
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%item.checkCount = 0;
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%item.velocCheck = %item.getDataBlock().schedule(1000, "checkVelocity", %item);
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}
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function initArmSatchelCharge(%satchel)
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{
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// "deet deet deet" sound
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%satchel.playAudio(1, SatchelChargeActivateSound);
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// also need to play "antenna extending" animation
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%satchel.playThread(0, "deploy");
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%satchel.playThread(1, "activate");
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// delay the actual arming until after sound is done playing
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schedule( 2200, 0, "armSatchelCharge", %satchel );
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}
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function armSatchelCharge(%satchel)
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{
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%satchel.armed = true;
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commandToClient( %satchel.sourceObject.client, 'setSatchelArmed' );
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}
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function detonateSatchelCharge(%player)
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{
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%satchelCharge = %player.thrownChargeId;
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// can't detonate the satchel charge if it isn't armed
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if(!%satchelCharge.armed)
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return;
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//error("Detonating satchel charge #" @ %satchelCharge @ " for player #" @ %player);
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if(%satchelCharge.getDamageState() !$= Destroyed)
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{
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%satchelCharge.setDamageState(Destroyed);
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%satchelCharge.blowup();
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}
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// Clear the player's HUD:
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%player.client.clearBackpackIcon();
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}
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function SatchelChargeThrown::onEnterLiquid(%data, %obj, %coverage, %type)
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{
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// lava types
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if(%type >=4 && %type <= 6)
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{
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if(%obj.getDamageState() !$= "Destroyed")
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{
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%obj.armed = true;
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detonateSatchelCharge(%obj.sourceObject);
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return;
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}
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}
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// quickSand
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if(%type == 7)
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if(isObject(%obj.sourceObject))
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%obj.sourceObject.thrownChargeId = 0;
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Parent::onEnterLiquid(%data, %obj, %coverage, %type);
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}
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function SatchelChargeImage::onMount(%data, %obj, %node)
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{
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%obj.thrownChargeId = 0;
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}
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function SatchelChargeImage::onUnmount(%data, %obj, %node)
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{
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}
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function SatchelChargeThrown::onDestroyed(%this, %object, %lastState)
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{
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if(%object.kaboom)
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return;
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else
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{
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%object.kaboom = true;
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// the "thwart" flag is set if the charge is destroyed with weapons rather
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// than detonated. A less damaging explosion, but visually the same scale.
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if(%object.thwart)
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{
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messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge destroyed.");
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%dmgRadius = 15; // z0dd - ZOD, 9/27/02. Was 10
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%dmgMod = 0.35; // z0dd - ZOD, 9/27/02. Was 0.3
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%expImpulse = 2000; // z0dd - ZOD, 9/27/02. Was 1000
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%dmgType = $DamageType::Explosion;
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}
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else
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{
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messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge detonated!");
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%dmgRadius = 25; // z0dd - ZOD, 9/27/02. Was 20
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%dmgMod = 1.15; // z0dd - ZOD, 9/27/02. Was 1.0
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%expImpulse = 5000; // z0dd - ZOD, 9/27/02. Was 2500
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%dmgType = $DamageType::SatchelCharge;
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}
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%object.blowingUp = true;
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RadiusExplosion(%object, %object.getPosition(), %dmgRadius, %dmgMod, %expImpulse, %object.sourceObject, %dmgType);
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%object.schedule(1000, "delete");
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}
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// --------------------------------------------------------------------------------
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// z0dd - ZOD, 4/25/02. Satchel bug fix. Prior to fix, clients couldn't pick up
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// packs when satchel was destroyed from dmg
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if(isObject(%object.sourceObject))
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%object.sourceObject.thrownChargeId = 0;
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// --------------------------------------------------------------------------------
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}
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function SatchelChargeThrown::onCollision(%data,%obj,%col)
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{
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// Do nothing...
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}
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function SatchelChargeThrown::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
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{
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if (!%object.blowingUp)
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{
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%targetObject.damaged += %amount;
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if(%targetObject.damaged >= %targetObject.getDataBlock().maxDamage &&
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%targetObject.getDamageState() !$= Destroyed)
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{
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%targetObject.thwart = true;
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%targetObject.setDamageState(Destroyed);
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%targetObject.blowup();
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// clear the player's HUD:
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%targetObject.sourceObject.client.clearBackPackIcon();
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}
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}
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}
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function SatchelCharge::onPickup(%this, %obj, %shape, %amount)
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{
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// created to prevent console errors
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}
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//**************************************************************
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// STICKY SATCHEL FUNCTIONS: z0dd - ZOD, 5/16/02
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//**************************************************************
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function SatchelChargeTossed::onEnterLiquid(%data, %obj, %coverage, %type)
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{
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// If it lands in lava or quicksand, delete it
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if(%type >=4 && %type <= 7)
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{
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cancel(%obj.velocCheck);
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if(isObject(%obj.sourceObject))
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%obj.sourceObject.thrownChargeId = 0;
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%obj.sourceObject.client.clearBackPackIcon();
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%obj.schedule(100, "delete");
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}
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else
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cancel(%obj.velocCheck);
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}
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function SatchelChargeTossed::onLeaveLiquid(%data, %obj, %type)
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{
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// On the off chance it passes through to air, reschedule the velocity check
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%obj.checkCount = 0;
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%obj.velocCheck = %obj.getDataBlock().schedule(1000, "checkVelocity", %obj);
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}
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function SatchelChargeTossed::onCollision(%data, %obj, %col)
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{
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// Lets keep thing from floating mid air, the check velocity should handle it afterwards
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if(%col.getType() & ($TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::TurretObjectType))
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{
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%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
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%vec = vectorScale(%vec, 15);
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%pos = %col.getWorldBoxCenter();
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%obj.applyImpulse(%pos, %vec);
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}
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}
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function SatchelChargeTossed::checkVelocity(%data, %item)
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{
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%item.checkCount++;
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if(VectorLen(%item.getVelocity()) < 0.1)
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{
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// Satchel has come to rest but not activated, probably on a
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// staticshape (station, gen, etc) lets force activation
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cancel(%item.velocCheck);
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activateSatchel(posFromTransform(%item.getTransform()), rotFromTransform(%item.getTransform()), %item.sourceObject);
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%item.schedule(100, "delete");
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}
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else if(%item.checkCount >= 6)
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{
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// satchel's still moving but it's been checked several times,
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// probably thrown off face of earth, delete it
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cancel(%item.velocCheck);
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if(isObject(%item.sourceObject))
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%item.sourceObject.thrownChargeId = 0;
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%item.sourceObject.client.clearBackPackIcon();
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%item.schedule(100, "delete");
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}
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else
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{
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// check back in a little while
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%item.velocCheck = %data.schedule(1000, "checkVelocity", %item);
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}
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}
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function SatchelChargeTossed::onStickyCollision(%data, %obj)
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{
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// We have sticky! Lets setup for the actual charge
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cancel(%obj.velocCheck);
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%pos = %obj.getLastStickyPos();
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%norm = %obj.getLastStickyNormal();
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%intAngle = getTerrainAngle(%norm);
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%rotAxis = vectorNormalize(vectorCross(%norm, "0 0 1"));
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if (getWord(%norm, 2) == 1 || getWord(%norm, 2) == -1)
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%rotAxis = vectorNormalize(vectorCross(%norm, "0 1 0"));
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%rot = %rotAxis @ " " @ %intAngle;
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activateSatchel(%pos, %rot, %obj.sourceObject);
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%obj.schedule(50, "delete");
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}
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function activateSatchel(%pos, %rot, %source)
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{
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// Create the charge and schedule arming
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%satchel = new StaticShape() {
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dataBlock = SatchelChargeThrown;
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sourceObject = %source;
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position = %pos;
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rotation = %rot;
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};
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MissionCleanup.add(%satchel);
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%source.thrownChargeId = %satchel;
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%satchel.armed = false;
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%satchel.damaged = 0.0;
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%satchel.thwart = false;
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// arm itself 2.5 seconds after creation
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schedule(%satchel.getDatablock().armDelay, %satchel, "initArmSatchelCharge", %satchel);
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messageClient(%source.client, 'MsgSatchelChargePlaced', "\c2Satchel charge deployed.");
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}
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