TWM2/scripts/packs/ZSpawnpack.cs
Robert Fritzen f7095e8823 Mid-December Updates
Next batch of updates, including the demon lord zombies, some function
centralization, and datablock cleanup.
2017-12-19 17:25:48 -06:00

250 lines
5.9 KiB
C#

$TeamDeployableMax[ZSpawnDeployable] = 9999;
//----------------------------------------------------
// Zombie Spawn Point
//---------------------------------------------------------
datablock StaticShapeData(DeployedZSpawnBase) : StaticShapeDamageProfile {
className = "lightbase";
shapeFile = "pack_deploy_sensor_motion.dts";
maxDamage = 2.5;
destroyedLevel = 2.5;
disabledLevel = 2.0;
maxEnergy = 50;
rechargeRate = 0.25;
explosion = HandGrenadeExplosion;
expDmgRadius = 1.0;
expDamage = 0.05;
expImpulse = 200;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Deployed Zombie Spawner';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
needsPower = true;
};
datablock ShapeBaseImageData(ZSpawnDeployableImage) {
mass = 20;
emap = true;
shapeFile = "stackable1s.dts";
item = ZSpawnDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedZSpawnBase;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = false;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.5;
maxDeployDis = 50.0;
};
datablock ItemData(ZSpawnDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 5.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "ZSpawnDeployableImage";
pickUpName = "a Zombie Spawn pack";
heatSignature = 0;
emap = true;
};
function ZSpawnDeployableImage::testObjectTooClose(%item) {
return "";
}
function ZSpawnDeployableImage::testNoTerrainFound(%item) {}
function ZSpawnDeployable::onPickup(%this, %obj, %shape, %amount) {}
function ZSpawnDeployableImage::onDeploy(%item, %plyr, %slot) {
%className = "StaticShape";
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1") {
%item.surfaceNrm2 = %playerVector;
}
else {
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 -1"));
}
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%deplObj = new (%className)() {
dataBlock = %item.deployed;
};
// set orientation
%deplObj.setTransform(%item.surfacePt SPC %rot);
// set the recharge rate right away
if (%deplObj.getDatablock().rechargeRate) {
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
}
// set team, owner, and handle
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
%deplObj.light.lightBase = %deplObj;
// set the sensor group if it needs one
if (%deplObj.getTarget() != -1) {
setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
}
// place the deployable in the MissionCleanup/Deployables group (AI reasons)
addToDeployGroup(%deplObj);
//let the AI know as well...
AIDeployObject(%plyr.client, %deplObj);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
// increment the team count for this deployed object
$TeamDeployedCount[%plyr.team, %item.item]++;
addDSurface(%item.surface,%deplObj);
%deplObj.playThread($PowerThread,"Power");
%deplObj.playThread($AmbientThread,"ambient");
// take the deployable off the player's back and out of inventory
if(!%plyr.client.isSuperAdmin) {
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
}
// set power frequency
%deplObj.powerFreq = %plyr.powerFreq;
// Power object
checkPowerObject(%deplObj);
switch(%plyr.packset) {
case 0:
%deplobj.ZType = 1;
case 1:
%deplobj.ZType = 2;
case 2:
%deplobj.ZType = 3;
%deplobj.numZ = 2;
case 3:
%deplobj.ZType = 4;
case 4:
%deplobj.ZType = 5;
case 5:
%deplobj.ZType = 6;
case 6:
%deplobj.ZType = 9;
case 7:
%deplobj.ZType = 11;
case 8:
%deplobj.ZType = 12;
case 9:
%deplobj.ZType = 13;
case 10:
%deplobj.ZType = 14;
case 11:
%deplobj.ZType = 15;
case 12:
%deplobj.ZType = 16;
case 13:
%deplobj.ZType = 17;
}
%deplobj.spawnTypeSet = %plyr.expertset;
return %deplObj;
}
function DeployedZSpawnBase::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved) {
return;
}
%obj.isRemoved = true;
Parent::onDestroyed(%this,%obj,%prevState);
$TeamDeployedCount[%obj.team, ZSpawnDeployable]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
if (%obj.ZCloop !$= "") {
Cancel(%obj.ZCLoop);
}
}
function DeployedZSpawnBase::disassemble(%data,%plyr,%obj) {
if (%obj.ZCloop !$= "") {
Cancel(%obj.ZCLoop);
}
disassemble(%data,%plyr,%obj);
}
function ZSpawnDeployableImage::onMount(%data, %obj, %node) {
%obj.hasZSpawn = true;
%obj.expertset = 0;
}
function ZSpawnDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasZSpawn = "";
}
function DeployedZSpawnBase::onGainPowerEnabled(%data,%obj) {
if(%obj.spawnTypeSet == 1) {
%obj.numz = 0;
}
if (%obj.ZCloop !$= "") {
Cancel(%obj.ZCLoop);
}
%obj.ZCLoop = schedule(1000, 0, "ZcreateLoop", %obj);
Parent::onGainPowerEnabled(%data,%obj);
}
function DeployedZSpawnBase::onLosePowerDisabled(%data,%obj) {
if (%obj.ZCloop !$= "") {
Cancel(%obj.ZCLoop);
}
Parent::onLosePowerDisabled(%data,%obj);
}
//Phantom139: Personal note, rework this at some point using a built in datablock function and
// a simtimer such that we can remove that eval statement.
function ZcreateLoop(%obj) {
if(isObject(%obj)) {
if(%obj.timedout == 0){
if(%obj.numZ <= 2 || %obj.numZ $= "") {
TWM2Lib_Zombie_Core("SpawnZombie", "zPack", %obj);
if(%obj.numZ $= "") {
%obj.numZ = 0;
}
%obj.numZ++;
%obj.timedout = 1;
schedule(10000, 0, "eval", ""@%obj@".timedout = 0;");
}
}
%obj.ZCLoop = schedule(2000, 0, "ZcreateLoop", %obj);
}
}