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https://github.com/Ragora/T2-CPP.git
synced 2026-03-27 08:09:11 +00:00
Updated Scripts and added projectile collisions
Added a new projectile collision detection feature. It requires projectiles to be added to CollideGroup. Also added a new ClientCommandGroup that clients should be added to after they have finished ghosting. Currently setMPS effects everything in MoveGroup. setMPS now uses X, Y, and Z as arguments instead of X only.
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8 changed files with 206 additions and 12 deletions
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@ -177,5 +177,7 @@ namespace DX
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m_quatF_set_matF_C(ang->x,ang->y,ang->z,ang->w);
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}
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};
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inline float pointdistance(DX::Point3F p1, DX::Point3F p2) {
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return (sqrt(pow(p1.x-p2.x,2)+pow(p1.y-p2.y,2)+pow(p1.z-p2.z,2)));
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}
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} // End NameSpace DX
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@ -5,6 +5,9 @@
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namespace DX
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{
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class SceneObject : public NetObject
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{
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public:
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@ -12,6 +15,7 @@ namespace DX
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Point3F position;
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Point3F scale;
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void * container;
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float * worldtoobj;
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float * objtoworld;
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Point3F objboxmin;
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@ -4,6 +4,7 @@ namespace DX
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{
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SceneObject::SceneObject(unsigned int obj) : position(*(float*)(obj + 168), *(float*)(obj + 184), *(float*)(obj + 200)),
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scale(*(float*)(obj + 284), *(float*)(obj + 288), *(float*)(obj + 292)),
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container((void*)(unsigned int)(obj+0xD8)),
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worldtoobj((float*)(obj + 0xDC)),
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objtoworld((float*)(obj+0x9C)),
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objboxmin(*(float*)(obj + 296), *(float*)(obj + 300), *(float*)(obj + 304)),
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@ -5,6 +5,8 @@
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#include <LinkerAPI.h>
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#include <DXAPI/DXAPI.h>
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#include <DXAPI/MatMath.h>
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#include <set>
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static float counter=0;
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static float mpsx=0.0;
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static float mpsy=0.0;
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@ -13,9 +15,10 @@ static bool moveplayerstoo=1;
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static bool clientupdate=false;
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static float timecounter=0;
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#define CMALLOC (char*)malloc
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void sendCommandAll(int argc,char *cmd[])
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{
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unsigned int mainsim=(unsigned int) Sim::findObjectc("ClientGroup");
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unsigned int mainsim=(unsigned int) Sim::findObjectc("ClientCommandGroup");
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if (mainsim) {
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DX::SimGroup ccg=DX::SimGroup(mainsim);
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for (unsigned int x=0; x<ccg.getCount(); x++){
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@ -35,7 +38,7 @@ void sendCommandAll(int argc,char *cmd[])
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}
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void sendGhostCommandAll(int argc,unsigned int obj, DX::Point3F pos)
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{
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unsigned int mainsim=(unsigned int) Sim::findObjectc("ClientGroup");
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unsigned int mainsim=(unsigned int) Sim::findObjectc("ClientCommandGroup");
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if (mainsim) {
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DX::SimGroup ccg=DX::SimGroup(mainsim);
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for (unsigned int x=0; x<ccg.getCount(); x++){
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@ -63,6 +66,57 @@ void setClientPosition(unsigned int object,DX::Point3F pos){
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sendGhostCommandAll(5,object,pos);
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}
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static unsigned int objcounter=0;
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static unsigned int scenearray[40000000];
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static unsigned int objcount1=0;
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void collide(unsigned int simgroup){
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unsigned int mainsim=(unsigned int)simgroup;
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DX::Point3F tmppoint;
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objcounter=0;
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objcount1=0;
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if (mainsim) {
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DX::SimObject sim1=DX::SimObject(mainsim);
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if ((strcmp((sim1.getClassName()),"SimGroup")==0) || (strcmp((sim1.getClassName()),"SimSet")==0)) {
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DX::SimGroup sim2 = DX::SimGroup(mainsim);
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for (unsigned int x=0; x<sim2.getCount(); x++) {
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DX::SimObject obj2=DX::SimObject(sim2.getObject(x));
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if ((strcmp((obj2.getClassName()),"SimGroup")!=0)&&(strcmp((obj2.getClassName()),"SimSet")!=0)) {
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scenearray[objcounter]=sim2.getObject(x);
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objcounter++;
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} else {
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//collideRecursive(sim2.getObject(x));
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}
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}
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objcount1=objcounter;
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objcounter=0;
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for (unsigned int idx=0; idx<objcount1; idx++) {
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DX::SceneObject sobj2=DX::SceneObject(scenearray[idx]);
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DX::MatrixF mat1=DX::MatrixF(sobj2.objtoworld);
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DX::Point3F test;
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mat1.getColumn(3,&test);
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tmppoint=test;
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for (unsigned int iidx=0; iidx<objcount1; iidx++) {
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DX::SceneObject sobj3=DX::SceneObject(scenearray[iidx]);
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DX::MatrixF mat2=DX::MatrixF(sobj3.objtoworld);
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DX::Point3F test2;
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mat2.getColumn(3,&test2);
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if (DX::pointdistance(test,test2)>3) {
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char evalstring[1024]="";
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sprintf (evalstring,"ProjCollisionCallback(%d,%d);",sobj2.identifier,sobj3.identifier);
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Con::eval(evalstring, false, NULL);
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}
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}
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}
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}
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}
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}
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void moveRecursive(unsigned int simgroup,float xoff, float yoff, float zoff){
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unsigned int mainsim=(unsigned int)simgroup;
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@ -134,19 +188,25 @@ void serverProcessReplacement(unsigned int timeDelta) {
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float basex=348.08;
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float basey=-178.761;
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float basez=113.037;
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timecounter+=((float)((timeDelta)*0.001));
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if (timecounter>=0.002) {
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//timecounter+=((float)((timeDelta)*0.001));
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//if (timecounter>=0.002) {
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clientupdate=true;
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}
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//}
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if (Sim::findObjectc("MoveGroup")) {
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basex+=counter;
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DX::SceneObject sobj = DX::SceneObject((unsigned int)Sim::findObjectc("MoveGroup"));
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moveRecursive((unsigned int)Sim::findObjectc("MoveGroup"),(mpsx*((float)((timeDelta)*0.001))),(mpsy*((float)((timeDelta)*0.001))),(mpsz*((float)((timeDelta)*0.001))));
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Con::eval("MoveRoutineDone();",false,NULL);
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}
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if (Sim::findObjectc("CollideGroup")) {
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basex+=counter;
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DX::SceneObject sobj = DX::SceneObject((unsigned int)Sim::findObjectc("CollideGroup"));
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collide((unsigned int)Sim::findObjectc("CollideGroup"));
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// Con::eval("MoveRoutineDone();",false,NULL);
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}
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if (clientupdate==true) {
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timecounter=0;
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clientupdate=false;
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//clientupdate=false;
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}
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__asm
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@ -3,7 +3,7 @@ memPatch("A3A100","5052BA00000000B8200000005150526800000000E8C7D6B4FF5A585981C20
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memPatch("A3A200","5052BA00000000B8200000005150526800000000E8C7D5B4FF5A585981C20100000039C27CE65A58E9FC8AB8FF");
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memPatch("5C2D22","E9D97447009090");
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memPatch("5C2D85","E9767347009090");
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memPatch("43D72E","7E");
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//memPatch("43D72E","7E");
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memPatch("0058665C","9090909090909090");
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memPatch("00586682","90909090909090909090");
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memPatch("005866AB","90909090909090909090");
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@ -3,7 +3,7 @@ memPatch("A3A100","5052BA00000000B8200000005150526800000000E8C7D6B4FF5A585981C20
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memPatch("A3A200","5052BA00000000B8200000005150526800000000E8C7D5B4FF5A585981C20100000039C27CE65A58E9FC8AB8FF");
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memPatch("5C2D22","E9D97447009090");
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memPatch("5C2D85","E9767347009090");
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memPatch("43D72E","7E");
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//memPatch("43D72E","7E");
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memPatch("0058665C","9090909090909090");
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memPatch("00586682","90909090909090909090");
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memPatch("005866AB","90909090909090909090");
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@ -4,7 +4,7 @@
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loadMod("TSExtension");
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$movesim = new SimSet(MoveEffectSet);
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function onMoveRoutine(%obj, %offset, %center, %radius){
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@ -21,11 +21,138 @@ function onMoveRoutine(%obj, %offset, %center, %radius){
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$moveoffset=%offset;
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}
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$collidegroup = new SimSet(CollideGroup);
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function DiscImage::onFire(%data, %obj, %slot)
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{
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if(%obj.fireTimeoutDisc) //-nite-
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return;
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// %data.lightStart = getSimTime();
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// if( %obj.station $= "" && %obj.isCloaked() )
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// {
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// if( %obj.respawnCloakThread !$= "" )
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// {
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// Cancel(%obj.respawnCloakThread);
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// %obj.setCloaked( false );
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// %obj.respawnCloakThread = "";
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// }
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// else
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// {
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// if( %obj.getEnergyLevel() > 20 )
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// {
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// %obj.setCloaked( false );
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// %obj.reCloak = %obj.schedule( 500, "setCloaked", true );
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// }
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// }
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// }
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%vehicle = 0;
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%weapon = %obj.getMountedImage(0).item;
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if(%obj.client.mode[%weapon] == 0)
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{
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%projectile = "DiscProjectile";
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%mode = "LinearProjectile";
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%obj.fireTimeoutDisc = 1000; //should be the same as 1.25 -Nite-
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%enUse = 0;
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%ammoUse = 1;
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} //1250
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else if(%obj.client.mode[%weapon] == 1)
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{
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%projectile = "TurboDisc";
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%mode = "LinearProjectile";
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%obj.fireTimeoutDisc = 1250; //should be the same as .25 -Nite-
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%enUse = 7;
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%ammoUse = 1;
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} //230
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else if(%obj.client.mode[%weapon] == 2)
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{
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%projectile = "PowerDiscProjectile";
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%mode = "LinearProjectile";
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%enUse = 15;
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%ammoUse = 2;
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%obj.fireTimeoutDisc = 1500; //should be same as 2.25 -Nite-
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} //2250
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if(%obj.powerRecirculator)
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%enUse *= 0.75;
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if(%ammoUse > %obj.getInventory(%data.ammo) || %enUse > %obj.getEnergyLevel())
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{
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schedule(%obj.fireTimeoutDisc, 0, "DiscFireTimeoutClear", %obj);
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return;
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}
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%p = new(%mode)()
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{
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dataBlock = %projectile;
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initialDirection = %obj.getMuzzleVector(%slot);
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initialPosition = %obj.getMuzzlePoint(%slot);
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sourceObject = %obj;
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sourceSlot = %slot;
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vehicleObject = %vehicle;
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};
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CollideGroup.add(%p);
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%useEnergyObj = %obj.getObjectMount();
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if(!%useEnergyObj)
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%useEnergyObj = %obj;
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%vehicle = %useEnergyObj.getType() & $TypeMasks::VehicleObjectType ? %useEnergyObj : 0;
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// Vehicle Damage Modifier
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if(%vehicle)
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%p.vehicleMod = %vehicle.damageMod;
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if(%obj.damageMod)
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%p.damageMod = %obj.damageMod;
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if (isObject(%obj.lastProjectile) && %obj.deleteLastProjectile)
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%obj.lastProjectile.delete();
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%obj.lastProjectile = %p;
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%obj.deleteLastProjectile = %data.deleteLastProjectile;
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MissionCleanup.add(%p);
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// all this for emulating state stuff -Nite-
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%obj.play3D(DiscFireSound);// play fire sounds -Nite-
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if( %obj.getState() !$= "Dead" ) // +soph
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%obj.setActionThread("light_recoil"); //Play anim recoil -Nite-
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schedule(500, %obj.play3D(DiscReloadSound),%obj);//play reload sound 500ms after we fire -Nite-
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schedule(%obj.fireTimeoutDisc, 0, "DiscFireTimeoutClear", %obj); //Use fire time out for each mode -Nite-
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// serverCmdPlayAnim(%obj.client,"light_recoil"); //this worked too lol -Nite-
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// AI hook
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if(%obj.client)
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%obj.client.projectile = %p;
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%obj.decInventory(%data.ammo, %ammoUse);
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%obj.useEnergy(%enUse);
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if(%obj.client.mode[%weapon] == 1)
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%obj.applyKick(-500);
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if(%obj.client.mode[%weapon] == 2)
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%obj.applyKick(-1000);
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}
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function ProjCollisionCallback(%proj1, %proj2) {
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echo(%proj1 SPC "collided with" SPC %proj2);
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%proj1.delete();
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%proj2.delete();
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}
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function moveRoutineDone() {
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for (%x=0;%x<(MoveEffectSet.getCount()); %x++) {
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%obj=MoveEffectSet.getObject(%x);
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%obj.setPosition(VectorAdd(%obj.position,$moveoffset));
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if(%obj.getType() | $TypeMasks::PlayerObjectType) {
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if (%obj.isjetting() || %obj.isjumping() ) {
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echo ("Artificial Gravity Disengaged for" SPC %obj);
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} else {
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%obj.setPosition(VectorAdd(%obj.position,$moveoffset));
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}
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}
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}
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MoveEffectSet.clear();
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@ -34,4 +161,4 @@ function moveRoutineDone() {
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memPatch("5BBBDC",getServPAddr()); //Hooks the serverProcess function
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$mg = new SimSet(MoveGroup);
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MoveGroup.add(Team1); //Adds the Team1 base to the movement group
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setMPS(-10,0.0,0.0); // Moves the base 0.5 meters per second on the X axis.
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setMPS(0.0,0.0,0.0); // Moves the base 0.5 meters per second on the X axis.
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