$host::nopulseSCG = 0; ///No super pulse powers for admins. //---------------------------------------------------------------------------- // Item Datablocks // image = Name of mounted image datablock // onUse(%this,%object) // Item Image Datablocks // item = Name of item inventory datablock // ShapeBase Datablocks // max[Item] = Maximum amount that can be caried // ShapeBase Objects // inv[Item] = Count of item in inventory //---------------------------------------------------------------------------- $TestCheats = 0; function serverCmdUse(%client,%data) { // Item names from the client must converted // into DataBlocks // %data = ItemDataBlock[%item]; %client.getControlObject().use(%data); } function serverCmdThrow(%client,%data) { // Item names from the client must converted // into DataBlocks // %data = ItemDataBlock[%item]; %client.getControlObject().throw(%data); } function serverCmdThrowWeapon(%client,%data) { // Item names from the client must converted // into DataBlocks // %data = ItemDataBlock[%item]; %client.getControlObject().throwWeapon(); } function serverCmdThrowPack(%client,%data) { %client.getControlObject().throwPack(); } function serverCmdTogglePack(%client,%data) { // this function is apparently never called %client.getControlObject().togglePack(); } function serverCmdThrowFlag(%client) { //Game.playerDroppedFlag(%client.player); Game.dropFlag(%client.player); } function serverCmdSelectWeaponSlot( %client, %data ) { %client.getControlObject().selectWeaponSlot( %data ); if (%client.player) if (%client.player.getObjectMount()) callEject(%client.player, %data); } function callEject(%player, %num) { %veh = %player.getObjectMount(); if (!(%veh.getType() & $TypeMasks::VehicleObjectType)) return; if (%veh.getMountNodeObject(0) == %player) { %obj = %veh.getMountNodeObject(%num); if(%obj) { if (%obj.getType() & $TypeMasks::PlayerObjectType) { %obj.getDataBlock().doDismount(%obj, 0, 1); } } } else if(%num == 5) %player.getDataBlock().doDismount(%player, 0, 1); } function serverCmdCycleWeapon( %client, %data ) { %client.getControlObject().cycleWeapon( %data ); } function serverCmdStartThrowCount(%client, %data) { %client.player.throwStart = getSimTime(); } function serverCmdEndThrowCount(%client, %data) { if(%client.player.throwStart == 0) return; // throwStrength will be how many seconds the key was held %throwStrength = (getSimTime() - %client.player.throwStart) / 150; // trim the time to fit between 0.5 and 1.5 if(%throwStrength > 1.5) %throwStrength = 1.5; else if(%throwStrength < 0.5) %throwStrength = 0.5; %throwScale = %throwStrength / 2; %client.player.throwStrength = %throwScale; %client.player.throwStart = 0; } //---------------------------------------------------------------------------- function ShapeBase::throwWeapon(%this) { if(Game.shapeThrowWeapon(%this)) { %image = %this.getMountedImage($WeaponSlot); %this.throw(%image.item); if(!%this.isZombie) { %this.client.setWeaponsHudItem(%image.item, 0, 0); } } } function ShapeBase::throwPack(%this) { %image = %this.getMountedImage($BackpackSlot); %this.throw(%image.item); %this.client.setBackpackHudItem(%image.item, 0); } function ShapeBase::throw(%this,%data) { if(!isObject(%data)) return false; if (%this.inv[%data.getName()] > 0) { // save off the ammo count on this item if( %this.getInventory( %data ) < $AmmoIncrement[%data.getName()] ) %data.ammoStore = %this.getInventory( %data ); else %data.ammoStore = $AmmoIncrement[%data.getName()]; // Throw item first... %this.throwItem(%data); if($AmmoIncrement[%data.getName()] !$= "") %this.decInventory(%data,$AmmoIncrement[%data.getName()]); else %this.decInventory(%data,1); return true; } return false; } function ShapeBase::use(%this, %data) { if(%data $= Grenade) { //[3.9] Phantom139: Stripped out all of the x specific stuff here in favor of a cleaner system if(%this.hasGrenadeModes) { //2: Grenade Modes if(getSimTime() > (%this.changeModeTime + $WeaponModes::SwitchDelay)) { %this.getMountedImage($WeaponSlot).changeMode(%this, 2); %this.changeModeTime = getSimTime(); } if(%this.changingModeBlocksUse) { return; } } // figure out which grenade type you're using for(%x = 0; $InvGrenade[%x] !$= ""; %x++) { if(%this.inv[$NameToInv[$InvGrenade[%x]]] > 0) { %data = $NameToInv[$InvGrenade[%x]]; break; } } } else if(%data $= "Backpack") { %pack = %this.getMountedImage($BackpackSlot); // if you don't have a pack but have placed a satchel charge, detonate it if(!%pack && (%this.thrownChargeId > 0) && %this.thrownChargeId.armed ) { if (!$Host::SatchelChargeEnabled) { if (isObject(%this.client)) { if ($Host::Purebuild == 1) messageAll('msgClient','\c2%1 just tried to detonate a Satchel Charge!',%this.client.name); else messageTeam(%this.client.team,'msgClient','\c2%1 just tried to detonate a Satchel Charge!',%this.client.name); %this.client.clearBackPackIcon(); } %this.thrownChargeId.delete(); %this.thrownChargeId = "0"; return; } else { %this.playAudio( 0, SatchelChargeExplosionSound ); schedule( 800, %this, "detonateSatchelCharge", %this ); return true; } } return false; } else if(%data $= Beacon) { %data.onUse(%this); if (%this.inv[%data.getName()] > 0) return true; } // Pack modes if (%data $= "RepairKit") { if ($Host::ExpertMode == 1) { // Only use in Expert Mode if (%this.hasForceField) { %this.expertSet++; if (%this.expertSet > $expertSettings["forcefield"]) %this.expertSet = 0; %line = $expertSetting["forcefield",%this.expertSet]; bottomPrint(%this.client,%line,2,1); return; } //[most] Again using the unified plugin code. See item.cs for reference. else if(%this.getMountedImage(2) && GetWord($packSettings[%this.getMountedImage(2).getName()],0)) { %changed = %this.getMountedImage(2).ChangeMode(%this,1,1); return ""; } //[most] else if (%this.hasGravField) { %this.expertSet++; if (%this.expertSet > $expertSettings["gravfield"]) %this.expertSet = 0; %line = $expertSetting["gravfield",%this.expertSet]; bottomPrint(%this.client,%line,2,1); return; } else if (%this.hasFloor) { %this.expertSet++; if (%this.expertSet > $expertSettings["floor"]) %this.expertSet = 0; %line = $expertSetting["floor",%this.expertSet]; bottomPrint(%this.client,"Floor set to" SPC %line,2,1); return; } else if (%this.hasBlast) { %this.expertSet++; if (%this.expertSet > $expertSettings["blast"]) %this.expertSet = 0; %line = $expertSetting["blast",%this.expertSet]; bottomPrint(%this.client,%line,2,1); return; } else if (%this.hasWalk) { %this.expertSet++; if (%this.expertSet > $expertSettings["walk"]) %this.expertSet = 0; %line = $expertSetting["walk",%this.expertSet]; bottomPrint(%this.client,%line,2,1); return; } else if (%this.hasMSpine) { %this.expertSet++; if (%this.expertSet > $expertSettings["mspine"]) %this.expertSet = 0; %line = $expertSetting["mspine",%this.expertSet]; bottomPrint(%this.client,%line,2,1); return; } else if (%this.hasSwitch) { %this.expertSet++; if (%this.expertSet > $expertSettings["switch"]) %this.expertSet = 0; %line = $expertSetting["switch",%this.expertSet]; bottomPrint(%this.client,%line,2,1); return; } else if (%this.hasTripwire) { %this.expertSet++; if (%this.expertSet > $expertSettings["tripwire"]) %this.expertSet = 0; %line = $expertSetting["tripwire",%this.expertSet]; bottomPrint(%this.client,%line,2,1); return; } else if (%this.hasTree) { %this.expertSet++; if (%this.expertSet > $expertSettings["tree"]) %this.expertSet = 0; %line = $expertSetting["tree",%this.expertSet]; bottomPrint(%this.client,"Tree set to " @ %line * 100 @ "% scale",2,1); return; } else if (%this.hasTele) { %this.expertSet++; if (%this.expertSet > $expertSettings["telepad"]) %this.expertSet = 0; %line = $expertSetting["telepad",%this.expertSet]; bottomPrint(%this.client,"Telepad set to " @ %line,2,1); return; } else if (%this.hasZspawn) { %this.expertSet++; if (%this.expertSet > $expertSettings["Zspawn"]) %this.expertSet = 0; %line = $expertSetting["ZSpawn",%this.expertSet]; bottomPrint(%this.client,"ZSpawn type set to:" SPC %line,2,1); return; } else if (%this.hasdoor) { ChangedoorMode(%this, 1); return; } else if (%this.hasCard) { ChangeCardMode(%this, 1); return; } if (%this.getDamageLevel() != 0 && $Host::Purebuild == 1) { %this.applyRepair(0.2); messageClient(%this.client, 'MsgRepairKitUsed', '\c2Repair Kit Used.'); return; } } } // Weapon modes if (%data $= "Mine") { //[3.9] Phantom139: Stripped out all of the x specific stuff here in favor of a cleaner system if(%this.hasMineModes) { //1: Mine Modes if(getSimTime() > (%this.changeModeTime + $WeaponModes::SwitchDelay)) { %this.getMountedImage($WeaponSlot).changeMode(%this, 1); %this.changeModeTime = getSimTime(); } if(%this.changingModeBlocksUse) { return; } } } // default case if (isObject(%data)) { if (%this.inv[%data.getName()] > 0) { %data.onUse(%this); return true; } } return false; } function ShapeBase::pickup(%this,%obj,%amount) { %data = %obj.getDatablock(); %delta = %this.incInventory(%data,%amount); if (%delta) %data.onPickup(%obj,%this,%delta); return %delta; } function ShapeBase::hasInventory(%this, %data) { // changed because it was preventing weapons cycling correctly (MES) return (%this.inv[%data] > 0); } function ShapeBase::maxInventory(%this,%data) { if($TestCheats && %this.getDatablock().max[%data.getName()] !$= "") return 99999; else return %this.getDatablock().max[%data.getName()]; } function ShapeBase::incInventory(%this,%data,%amount) { %max = %this.maxInventory(%data); %cv = %this.inv[%data.getName()]; // //echo(%max TAB %cv TAB %amount TAB %data.alwaysAllowPickup); // if (%cv < (%max + %data.alwaysAllowPickup)) { if (%cv + %amount > (%max + %data.alwaysAllowPickup)) %amount = %max - %cv; %this.setInventory(%data,%cv + %amount); %data.incCatagory(%this); // Inc the players weapon count return %amount; } return 0; } function ShapeBase::decInventory(%this,%data,%amount) { if(%data $= "") { return 0; } %name = %data.getName(); %cv = %this.inv[%name]; if (%cv > 0) { if (%cv < %amount) %amount = %cv; %this.setInventory(%data,%cv - %amount, true); %data.decCatagory(%this); // Dec the players weapon count return %amount; } return 0; } function SimObject::decCatagory(%this) { //function was added to reduce console err msg spam } function SimObject::incCatagory(%this) { //function was added to reduce console err msg spam } function ShapeBase::setInventory(%this,%data,%value,%force) { if (!isObject(%data)) return; %name = %data.getName(); if (%value < 0) %value = 0; else { if (!%force) { // Impose inventory limits %max = %this.maxInventory(%data); if (%value > (%max + %data.alwaysAllowPickup)) %value = (%max + %data.alwaysAllowPickup); } } if (%this.inv[%name] != %value) { %this.inv[%name] = %value; %data.onInventory(%this,%value); if ( %data.className $= "Weapon" ) { if ( %this.weaponSlotCount $= "" ) %this.weaponSlotCount = 0; %cur = -1; for ( %slot = 0; %slot < %this.weaponSlotCount; %slot++ ) { if ( %this.weaponSlot[%slot] $= %name ) { %cur = %slot; break; } } if ( %cur == -1 ) { // Put this weapon in the next weapon slot: if ( %this.weaponSlot[%this.weaponSlotCount - 1] $= "TargetingLaser" ) { %this.weaponSlot[%this.weaponSlotCount - 1] = %name; %this.weaponSlot[%this.weaponSlotCount] = "TargetingLaser"; } else %this.weaponSlot[%this.weaponSlotCount] = %name; %this.weaponSlotCount++; } else { // Remove the weapon from the weapon slot: for ( %i = %cur; %i < %this.weaponSlotCount - 1; %i++ ) %this.weaponSlot[%i] = %this.weaponSlot[%i + 1]; %this.weaponSlot[%i] = ""; %this.weaponSlotCount--; } } %this.getDataBlock().onInventory(%data,%value); } return %value; } function ShapeBase::getInventory(%this,%data) { if ( isObject( %data ) ) return( %this.inv[%data.getName()] ); else return( 0 ); } // z0dd - ZOD, 9/13/02. Streamlined. function ShapeBase::hasAmmo( %this, %weapon ) { if(%weapon $= LaserRifle) return( %this.getInventory( EnergyPack ) ); if (%weapon.image.ammo $= "") { if (%weapon $= TargetingLaser) { return( false ); } else { return( true ); } } else { return( %this.getInventory( %weapon.image.ammo ) > 0 ); } } function SimObject::onInventory(%this, %obj) { //function was added to reduce console error msg spam } function ShapeBase::throwItem(%this,%data) { %item = new Item() { dataBlock = %data; rotation = "0 0 1 " @ (getRandom() * 360); }; %item.ammoStore = %data.ammoStore; MissionCleanup.add(%item); %this.throwObject(%item); } function ShapeBase::throwObject(%this,%obj) { //------------------------------------------- // z0dd - ZOD, 5/27/02. Fixes flags hovering // over friendly player when collision occurs if(%obj.getDataBlock().getName() $= "Flag") %obj.static = false; //------------------------------------------- //if the object is being thrown by a corpse, use a random vector if (%this.getState() $= "Dead") { %vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom(); %vec = vectorScale(%vec, 10); } // else Initial vel based on the dir the player is looking else { %eye = %this.getEyeVector(); %vec = vectorScale(%eye, 20); } // Add a vertical component to give the item a better arc %dot = vectorDot("0 0 1",%eye); if (%dot < 0) %dot = -%dot; %vec = vectorAdd(%vec,vectorScale("0 0 8",1 - %dot)); // Add player's velocity %vec = vectorAdd(%vec,%this.getVelocity()); %pos = getBoxCenter(%this.getWorldBox()); //since flags have a huge mass (so when you shoot them, they don't bounce too far) //we need to up the %vec so that you can still throw them... if (%obj.getDataBlock().getName() $= "Flag") %vec = vectorScale(%vec, 40); // %obj.setTransform(%pos); %obj.applyImpulse(%pos,%vec); %obj.setCollisionTimeout(%this); %data = %obj.getDatablock(); %data.onThrow(%obj,%this); //call the AI hook AIThrowObject(%obj); } function ShapeBase::clearInventory(%this) { %this.setInventory(RepairKit,0); %this.setInventory(Mine,0); %this.setInventory(C4,0); %this.setInventory(ConstructionTool,0); %this.setInventory(Grenade,0); %this.setInventory(FlashGrenade,0); %this.setInventory(ConcussionGrenade,0); %this.setInventory(FlareGrenade,0); %this.setInventory(CameraGrenade, 0); %this.setInventory(StaticGrenade,0); //MY way of doing this (alot better :) ) %count = DatablockGroup.getCount(); for(%i = 0; %i < %count; %i++) { %db = DatablockGroup.GetObject(%i); if(%db.getName().getClassname() $= "ItemData") { if(%db.getName().classname $= "Weapon") { %Item = %db.getName(); %this.setInventory(%Item, 0); %this.setInventory(%Item @ "ammo", 0); } } } // take away any pack the player has %curPack = %this.getMountedImage($BackpackSlot); if(%curPack > 0) %this.setInventory(%curPack.item, 0); } //---------------------------------------------------------------------------- function ShapeBase::cycleWeapon( %this, %data ) { if ( %this.weaponSlotCount == 0 ) return; %slot = -1; if ( %this.getMountedImage($WeaponSlot) != 0 ) { %curWeapon = %this.getMountedImage($WeaponSlot).item.getName(); for ( %i = 0; %i < %this.weaponSlotCount; %i++ ) { //error("curWeaponName == " @ %curWeaponName); if ( %curWeapon $= %this.weaponSlot[%i] ) { %slot = %i; break; } } } if ( %data $= "prev" ) { // Previous weapon... if ( %slot == 0 || %slot == -1 ) { %i = %this.weaponSlotCount - 1; %slot = 0; } else %i = %slot - 1; } else { // Next weapon... if ( %slot == ( %this.weaponSlotCount - 1 ) || %slot == -1 ) { %i = 0; %slot = ( %this.weaponSlotCount - 1 ); } else %i = %slot + 1; } %newSlot = -1; while ( %i != %slot ) { if ( %this.weaponSlot[%i] !$= "" && %this.hasInventory( %this.weaponSlot[%i] ) && %this.hasAmmo( %this.weaponSlot[%i] ) ) { // player has this weapon and it has ammo or doesn't need ammo %newSlot = %i; break; } if ( %data $= "prev" ) { if ( %i == 0 ) %i = %this.weaponSlotCount - 1; else %i--; } else { if ( %i == ( %this.weaponSlotCount - 1 ) ) %i = 0; else %i++; } } if ( %newSlot != -1 ) %this.use( %this.weaponSlot[%newSlot] ); } //---------------------------------------------------------------------------- function ShapeBase::selectWeaponSlot( %this, %data ) { if ( %data < 0 || %data > %this.weaponSlotCount || %this.weaponSlot[%data] $= "" || %this.weaponSlot[%data] $= "TargetingLaser" ) return; %this.use( %this.weaponSlot[%data] ); } //---------------------------------------------------------------------------- function serverCmdGiveAll(%client) { if($TestCheats) { %player = %client.player; %player.setInventory(RepairKit,999); %player.setInventory(Mine,999); //%player.setInventory(MineAir,999); //%player.setInventory(MineLand,999); //%player.setInventory(MineSticky,999); %player.setInventory(Grenade,999); %player.setInventory(FlashGrenade,999); %player.setInventory(FlareGrenade,999); %player.setInventory(ConcussionGrenade,999); %player.setInventory(CameraGrenade, 999); %player.setInventory(Blaster,1); %player.setInventory(Plasma,1); %player.setInventory(Chaingun, 1); %player.setInventory(Disc,1); %player.setInventory(GrenadeLauncher, 1); %player.setInventory(SniperRifle, 1); %player.setInventory(ELFGun, 1); %player.setInventory(Mortar, 1); %player.setInventory(MissileLauncher, 1); %player.setInventory(ShockLance, 1); %player.setInventory(TargetingLaser, 1); %player.setInventory(MissileLauncherAmmo, 999); %player.setInventory(GrenadeLauncherAmmo, 999); %player.setInventory(MortarAmmo, 999); %player.setInventory(PlasmaAmmo,999); %player.setInventory(ChaingunAmmo, 999); %player.setInventory(DiscAmmo, 999); %player.setInventory(Beacon, 999); %player.setInventory(NerfGun,1); %player.setInventory(NerfBallLauncher,1); %player.setInventory(NerfBallLauncherAmmo,999); %player.setInventory(MergeTool,1); %player.setInventory(TractorGun, 1); %player.setInventory(TransGun, 1); } }