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Initial Commit
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commit
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129
scripts/pack.cs
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129
scripts/pack.cs
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//----------------------------------------------------------------------------
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datablock EffectProfile(TurretPackActivateEffect)
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{
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effectname = "packs/generic_deploy";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock AudioProfile(TurretPackActivateSound)
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{
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filename = "fx/packs/turret_place.wav";
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description = AudioClose3D;
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preload = true;
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effect = TurretPackActivateEffect;
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};
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//----------------------------------------------------------------------------
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function Pack::onCollision(%data, %obj, %col)
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{
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// Don't pick up a new pack if you have a satchel charge deployed:
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if ( %col.thrownChargeId > 0 )
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return;
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ItemData::onCollision(%data, %obj, %col);
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}
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function Pack::onUse(%data,%obj)
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{
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if (%obj.getMountedImage($BackpackSlot) != %data.image.getId())
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%obj.mountImage(%data.image,$BackpackSlot);
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else
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{
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// Toggle the image trigger.
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%obj.setImageTrigger($BackpackSlot,
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!%obj.getImageTrigger($BackpackSlot));
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}
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}
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function Pack::onInventory(%data,%obj,%amount)
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{
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//only do this for players
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if(%obj.getClassName() !$= "Player")
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return;
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if(%obj.isZombie || %obj.isboss) {
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return;
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}
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// Auto-mount the packs on players
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if((%oldPack = %obj.getMountedImage($BackpackSlot)) != 0)
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%obj.setInventory(%oldPack.item, 0);
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if (%amount && %obj.getDatablock().className $= Armor)
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{
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// if you picked up another pack after you placed a satchel charge but
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// before you detonated it, delete the charge
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if(%obj.thrownChargeId > 0)
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{
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%obj.thrownChargeId.delete();
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%obj.thrownChargeId = 0;
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}
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%obj.mountImage(%data.image,$BackpackSlot);
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%obj.client.setBackpackHudItem(%data.getName(), 1);
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}
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if(%amount == 0 )
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{
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if ( %data.getName() $= "SatchelCharge" )
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%obj.client.setBackpackHudItem( "SatchelUnarmed", 1 );
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else
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%obj.client.setBackpackHudItem(%data.getName(), 0);
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}
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ItemData::onInventory(%data,%obj,%amount);
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}
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//----------------------------------------------------------------------------
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// --- Upgrade packs
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exec("scripts/packs/ammopack.cs");
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exec("scripts/packs/cloakingpack.cs");
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exec("scripts/packs/energypack.cs");
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exec("scripts/packs/repairpack.cs");
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exec("scripts/packs/shieldpack.cs");
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exec("scripts/packs/satchelCharge.cs");
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exec("scripts/packs/sensorjammerpack.cs");
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exec("scripts/packs/largeInventory.cs");
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exec("scripts/packs/spine.cs");
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exec("scripts/packs/blastwall.cs");
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exec("scripts/packs/blastfloor.cs");
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exec("scripts/packs/blastwwall.cs");
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exec("scripts/packs/jumpad.cs");
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exec("scripts/packs/mspine.cs");
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exec("scripts/packs/treepack.cs");
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exec("scripts/packs/cratepack.cs");
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exec("scripts/packs/decorationpack.cs");
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exec("scripts/packs/logoprojectorpack.cs");
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exec("scripts/packs/lightpack.cs");
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exec("scripts/packs/forcefieldpack.cs");
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exec("scripts/packs/gravityfieldpack.cs");
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exec("scripts/packs/telepadpack.cs");
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exec("scripts/packs/turretpack.cs");
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exec("scripts/packs/mediumSensor.cs");
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exec("scripts/packs/largeSensor.cs");
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exec("scripts/packs/tripwire.cs");
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exec("scripts/packs/escapePodPack.cs");
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exec("scripts/packs/vehiclepad.cs");
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exec("scripts/packs/Effectpacks.cs");
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exec("scripts/packs/door.cs");
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exec("scripts/packs/ZSpawnPack.cs");
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exec("scripts/packs/parachutepack.cs");
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// --- Turret barrel packs
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exec("scripts/packs/aabarrelpack.cs");
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exec("scripts/packs/missilebarrelpack.cs");
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exec("scripts/packs/mortarbarrelpack.cs");
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exec("scripts/packs/plasmabarrelpack.cs");
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exec("scripts/packs/ELFbarrelpack.cs");
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// --- power
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exec("scripts/packs/generator.cs");
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exec("scripts/packs/solarpanel.cs");
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exec("scripts/packs/switch.cs");
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//
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exec("scripts/packs/CardPack.cs");
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exec("scripts/packs/SpawnPointPack.cs");
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exec("scripts/packs/MedPack.cs");
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