Corrected file structure

This commit is contained in:
ChocoTaco 2018-11-03 13:13:23 -04:00
parent 2fe441f421
commit 2097008ccb
30 changed files with 6 additions and 1700 deletions

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Classic/scripts/CTFGame.cs Normal file

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Classic/scripts/SCtFGame.cs Normal file

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Classic/scripts/admin.cs Normal file
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// These have been secured against all those wanna-be-hackers.
$VoteMessage["VoteAdminPlayer"] = "Admin Player";
$VoteMessage["VoteKickPlayer"] = "Kick Player";
$VoteMessage["BanPlayer"] = "Ban Player";
$VoteMessage["VoteChangeMission"] = "change the mission to";
$VoteMessage["VoteTeamDamage", 0] = "enable team damage";
$VoteMessage["VoteTeamDamage", 1] = "disable team damage";
$VoteMessage["VoteTournamentMode"] = "change the server to";
$VoteMessage["VoteFFAMode"] = "change the server to";
$VoteMessage["VoteChangeTimeLimit"] = "change the time limit to";
$VoteMessage["VoteMatchStart"] = "start the match";
$VoteMessage["VoteGreedMode", 0] = "enable Hoard Mode";
$VoteMessage["VoteGreedMode", 1] = "disable Hoard Mode";
$VoteMessage["VoteHoardMode", 0] = "enable Greed Mode";
$VoteMessage["VoteHoardMode", 1] = "disable Greed Mode";
// z0dd - ZOD, 5/13/03. Added vote Random, Fair teams and armor limiting
$VoteMessage["VoteRandomTeams", 0] = "enable random teams";
$VoteMessage["VoteRandomTeams", 1] = "disable random teams";
$VoteMessage["VoteFairTeams", 0] = "enable fair teams";
$VoteMessage["VoteFairTeams", 1] = "disable fair teams";
$VoteMessage["VoteArmorLimits", 0] = "enable armor limiting";
$VoteMessage["VoteArmorLimits", 1] = "disable armor limiting";
$VoteMessage["VoteAntiTurtleTime"] = "change the anti turtle time to";
$VoteMessage["VoteArmorClass"] = "change the armor class to";
$VoteMessage["VoteClearServer"] = "clear server for match";
$VoteMessage["VoteSkipMission"] = "skip the mission to";
function serverCmdStartNewVote(%client, %typeName, %arg1, %arg2, %arg3, %arg4, %playerVote)
{
// z0dd - ZOD, 9/29/02. Removed T2 demo code from here
// haha - who gets the last laugh... No admin for you!
if( %typeName $= "VoteAdminPlayer" && !$Host::allowAdminPlayerVotes )
if( !%client.isSuperAdmin ) // z0dd - ZOD, 5/12/02. Allow Supers to do whatever the hell they want
return;
%typePass = true;
// if not a valid vote, turn back.
// z0dd - ZOD, 5/13/03. Added vote Random, Fair teams, armor limting, Anti-Turtle and Armor Class
if($VoteMessage[%typeName] $= "" && (%typeName !$= "VoteTeamDamage" && %typeName !$= "VoteHoardMode"
&& %typeName !$= "VoteGreedMode" && %typeName !$= "VoteRandomTeams"
&& %typeName !$= "VoteFairTeams" && %typeName !$= "VoteArmorLimits"
&& %typeName !$= "VoteAntiTurtleTime" && %typeName !$= "VoteArmorClass"
&& %typeName !$= "VoteClearServer" && %typeName !$= "VoteSkipMission")) {
%typePass = false;
}
if(( $VoteMessage[ %typeName, $TeamDamage ] $= "" && %typeName $= "VoteTeamDamage" ))
%typePass = false;
if( !%typePass )
return; // -> bye ;)
// ------------------------------------
// z0dd - ZOD, 10/03/02. Fixed ban code
//if( %typeName $= "BanPlayer" )
// if( !%client.isSuperAdmin )
// return; // -> bye ;)
if( %typeName $= "BanPlayer" )
{
if( !%client.isSuperAdmin )
{
return; // -> bye ;)
}
else
{
ban( %arg1, %client );
return;
}
}
// ------------------------------------
%isAdmin = ( %client.isAdmin || %client.isSuperAdmin );
// z0dd - ZOD, 5/19/03. Get the Admins client.
if(%isAdmin)
$AdminCl = %client;
// keep these under the server's control. I win.
if( !%playerVote )
%actionMsg = $VoteMessage[ %typeName ];
else if( %typeName $= "VoteTeamDamage" || %typeName $= "VoteGreedMode" || %typeName $= "VoteHoardMode" )
%actionMsg = $VoteMessage[ %typeName, $TeamDamage ];
else
%actionMsg = $VoteMessage[ %typeName ];
if( !%client.canVote && !%isAdmin )
return;
if ( ( !%isAdmin || ( %arg1.isAdmin && ( %client != %arg1 ) ) ) && // z0dd - ZOD, 4/7/02. Allow SuperAdmins to kick Admins
!( ( %typeName $= "VoteKickPlayer" ) && %client.isSuperAdmin ) ) // z0dd - ZOD, 4/7/02. Allow SuperAdmins to kick Admins
{
%teamSpecific = false;
%gender = (%client.sex $= "Male" ? 'he' : 'she');
if ( Game.scheduleVote $= "" )
{
%clientsVoting = 0;
//send a message to everyone about the vote...
if ( %playerVote )
{
%teamSpecific = ( %typeName $= "VoteKickPlayer" ) && ( Game.numTeams > 1 );
%kickerIsObs = %client.team == 0;
%kickeeIsObs = %arg1.team == 0;
%sameTeam = %client.team == %arg1.team;
if( %kickeeIsObs )
{
%teamSpecific = false;
%sameTeam = false;
}
if(( !%sameTeam && %teamSpecific) && %typeName !$= "VoteAdminPlayer")
{
messageClient(%client, '', '\c2Player votes must be team based.');
return;
}
// kicking is team specific
if( %typeName $= "VoteKickPlayer" )
{
if(%arg1.isSuperAdmin)
{
messageClient(%client, '', '\c2You can not %1 %2, %3 is a Super Admin!', %actionMsg, %arg1.name, %gender);
return;
}
Game.kickClient = %arg1;
Game.kickClientName = %arg1.name;
Game.kickGuid = %arg1.guid;
Game.kickTeam = %arg1.team;
if(%teamSpecific)
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if (%cl.isAdmin == true || (%cl.team == %client.team && !%cl.isAIControlled()))
{
if(%cl.isAdmin == true && %cl.team !$= %client.team) {
messageClient(%cl, 'AdminOtherTeamKickVoteStarted', '\c2%1 has initiated a vote to kick %2 on the \c3Other Team.~wgui/objective_notification.wav', %client.name, %arg1.name);
}
else
messageClient( %cl, 'VoteStarted', '\c2%1 initiated a vote to %2 %3.', %client.name, %actionMsg, %arg1.name);
%clientsVoting++;
}
}
}
else
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if ( !%cl.isAIControlled() )
{
messageClient( %cl, 'VoteStarted', '\c2%1 initiated a vote to %2 %3.', %client.name, %actionMsg, %arg1.name);
%clientsVoting++;
}
}
}
}
else
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if ( !%cl.isAIControlled() )
{
messageClient( %cl, 'VoteStarted', '\c2%1 initiated a vote to %2 %3.', %client.name, %actionMsg, %arg1.name);
%clientsVoting++;
}
}
}
}
else if ( %typeName $= "VoteChangeMission" )
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if ( !%cl.isAIControlled() )
{
messageClient( %cl, 'VoteStarted', '\c2%1 initiated a vote to %2 %3 (%4).', %client.name, %actionMsg, %arg1, %arg2 );
%clientsVoting++;
}
}
}
else if (%arg1 !$= 0)
{
if (%arg2 !$= 0)
{
if(%typeName $= "VoteTournamentMode")
{
%admin = getAdmin();
if(%admin > 0)
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if ( !%cl.isAIControlled() )
{
messageClient( %cl, 'VoteStarted', '\c2%1 initiated a vote to %2 Tournament Mode (%3).', %client.name, %actionMsg, %arg1);
%clientsVoting++;
}
}
}
else
{
messageClient( %client, 'clientMsg', 'There must be a server admin to play in Tournament Mode.');
return;
}
}
else
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if ( !%cl.isAIControlled() )
{
messageClient( %cl, 'VoteStarted', '\c2%1 initiated a vote to %2 %3 %4.', %client.name, %actionMsg, %arg1, %arg2);
%clientsVoting++;
}
}
}
}
else
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if ( !%cl.isAIControlled() )
{
messageClient( %cl, 'VoteStarted', '\c2%1 initiated a vote to %2 %3.', %client.name, %actionMsg, %arg1);
%clientsVoting++;
}
}
}
}
else
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if ( !%cl.isAIControlled() )
{
messageClient( %cl, 'VoteStarted', '\c2%1 initiated a vote to %2.', %client.name, %actionMsg);
%clientsVoting++;
}
}
}
// open the vote hud for all clients that will participate in this vote
if(%teamSpecific)
{
for ( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
{
%cl = ClientGroup.getObject( %clientIndex );
if(%cl.team == %client.team && !%cl.isAIControlled())
messageClient(%cl, 'openVoteHud', "", %clientsVoting, ($Host::VotePassPercent / 100));
}
}
else
{
for ( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
{
%cl = ClientGroup.getObject( %clientIndex );
if ( !%cl.isAIControlled() )
messageClient(%cl, 'openVoteHud', "", %clientsVoting, ($Host::VotePassPercent / 100));
}
}
clearVotes();
Game.voteType = %typeName;
Game.scheduleVote = schedule( ($Host::VoteTime * 1000), 0, "calcVotes", %typeName, %arg1, %arg2, %arg3, %arg4 );
%client.vote = true;
messageAll('addYesVote', "");
if(!%client.team == 0)
clearBottomPrint(%client);
}
else
messageClient( %client, 'voteAlreadyRunning', '\c2A vote is already in progress.' );
}
else
{
if ( Game.scheduleVote !$= "" && Game.voteType $= %typeName )
{
messageAll('closeVoteHud', "");
cancel(Game.scheduleVote);
Game.scheduleVote = "";
}
// if this is a superAdmin, don't kick or ban
if(%arg1 != %client)
{
if(!%arg1.isSuperAdmin)
{
// Set up kick/ban values:
if ( %typeName $= "VoteBanPlayer" || %typeName $= "VoteKickPlayer" )
{
Game.kickClient = %arg1;
Game.kickClientName = %arg1.name;
Game.kickGuid = %arg1.guid;
Game.kickTeam = %arg1.team;
}
//Tinman - PURE servers can't call "eval"
//Mark - True, but neither SHOULD a normal server
// - thanks Ian Hardingham
//if (!isPureServer())
// eval( "Game." @ %typeName @ "(true,\"" @ %arg1 @ "\",\"" @ %arg2 @ "\",\"" @ %arg3 @ "\",\"" @ %arg4 @ "\");" );
//else
Game.evalVote(%typeName, true, %arg1, %arg2, %arg3, %arg4);
}
else
messageClient(%client, '', '\c2You can not %1 %2, %3 is a Super Admin!', %actionMsg, %arg1.name, %gender);
}
}
%client.canVote = false;
%client.rescheduleVote = schedule( ($Host::voteSpread * 1000) + ($Host::voteTime * 1000) , 0, "resetVotePrivs", %client );
}
function resetVotePrivs( %client )
{
//messageClient( %client, '', 'You may now start a new vote.');
%client.canVote = true;
%client.rescheduleVote = "";
}
function serverCmdSetPlayerVote(%client, %vote)
{
// players can only vote once
if( %client.vote $= "" )
{
%client.vote = %vote;
if(%client.vote == 1)
messageAll('addYesVote', "");
else
messageAll('addNoVote', "");
commandToClient(%client, 'voteSubmitted', %vote);
}
}
function calcVotes(%typeName, %arg1, %arg2, %arg3, %arg4)
{
if(%typeName $= "voteMatchStart")
if($MatchStarted || $countdownStarted)
return;
for ( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
{
%cl = ClientGroup.getObject( %clientIndex );
messageClient(%cl, 'closeVoteHud', "");
if ( %cl.vote !$= "" )
{
if ( %cl.vote )
{
Game.votesFor[%cl.team]++;
Game.totalVotesFor++;
}
else
{
Game.votesAgainst[%cl.team]++;
Game.totalVotesAgainst++;
}
}
else
{
Game.votesNone[%cl.team]++;
Game.totalVotesNone++;
}
}
//Tinman - PURE servers can't call "eval"
//Mark - True, but neither SHOULD a normal server
// - thanks Ian Hardingham
//if (!isPureServer())
// eval( "Game." @ %typeName @ "(false,\"" @ %arg1 @ "\",\"" @ %arg2 @ "\",\"" @ %arg3 @ "\",\"" @ %arg4 @ "\");" );
//else
Game.evalVote(%typeName, false, %arg1, %arg2, %arg3, %arg4);
Game.scheduleVote = "";
Game.kickClient = "";
clearVotes();
}
function clearVotes()
{
for(%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
%client = ClientGroup.getObject(%clientIndex);
%client.vote = "";
messageClient(%client, 'clearVoteHud', "");
}
for(%team = 1; %team < 5; %team++)
{
Game.votesFor[%team] = 0;
Game.votesAgainst[%team] = 0;
Game.votesNone[%team] = 0;
Game.totalVotesFor = 0;
Game.totalVotesAgainst = 0;
Game.totalVotesNone = 0;
}
}
// Tournament mode Stuff-----------------------------------
function setModeFFA( %mission, %missionType )
{
if( $Host::TournamentMode )
{
$Host::TournamentMode = false;
if( isObject( Game ) )
Game.gameOver();
loadMission(%mission, %missionType, false);
}
}
function setModeTournament( %mission, %missionType )
{
if( !$Host::TournamentMode )
{
$Host::TournamentMode = true;
if( isObject( Game ) )
Game.gameOver();
loadMission(%mission, %missionType, false);
}
}
// z0dd - ZOD, 5/23/03. New function, vote for CTF Anti-Turtle time setting
function serverCmdGetAntiTurtleTimeList( %client, %key )
{
if ( isObject( Game ) )
Game.sendAntiTurtleTimeList( %client, %key );
}
//------------------------------------------------------------------
// z0dd - ZOD- Founder, 7/13/03. From Mechina Mod, Admin punishments etc.
function serverCmdTogglePlayerGag(%client, %who)
{
if(%client.isSuperAdmin)
{
if(!%who.isGagged && !%who.isSuperAdmin)
{
%who.isGagged = true;
messageClient(%client, 'MsgAdmin', 'You have Gagged %1.', %who.name);
messageAllExcept(%who, -1, 'MsgAdminForce', '%1 has been Gagged by %2 for talking too much crap.', %who.name, %client.name);
messageClient(%who, 'MsgAdminAction', 'You have Been Gagged by %1, quit talking trash and play.', %client.name);
logEcho(%client.nameBase @ " gagged " @ %target.nameBase, 1);
}
else if (%who.isGagged)
{
%who.isGagged = false;
messageClient(%client, 'MsgAdmin', 'You have UnGagged %1.', %who.name);
messageAllExcept(%who, -1, 'MsgAdminAction', '%1 has been UnGagged by %2.', %who.name, %client.name);
messageClient(%who, 'MsgAdminAction', 'You have Been UnGagged by %1, quit talking trash and play.', %client.name);
logEcho(%client.nameBase @ " ungagged " @ %who.nameBase, 1);
}
}
else
messageClient(%client, 'MsgError', '\c2Only Super Admins can use this command.');
}
function serverCmdTogglePlayerFreeze(%client, %who)
{
if(%client.isSuperAdmin)
{
if(!$MatchStarted)
{
messageClient(%client, 'MsgError', 'You must wait for the match to start!');
return;
}
if (!%who.isFroze && !%who.isSuperAdmin)
{
if(!isobject(%who.player))
{
messageClient(%client, 'MsgError', 'You must wait for the player to spawn!');
return;
}
%who.isFroze = true;
%who.player.setvelocity("0 0 0");
%who.player.setMoveState(true);
%who.player.invincible = true;
messageClient(%client, 'MsgAdmin', 'You have Frozen %1.', %who.name);
messageAllExcept(%who, -1, 'MsgAdminForce', '%1 has been Frozen by %2 for being a Llama.', %who.name, %client.name);
messageClient(%who, 'MsgAdminAction', 'You have Been Frozen by %1, Think about what you have been doing.', %client.name);
logEcho(%client.nameBase @ " froze " @ %who.nameBase, 1);
}
else if (%who.isFroze)
{
%who.isFroze = false;
%who.player.setMoveState(false);
%who.player.invincible = false;
messageClient(%client, 'MsgAdmin', 'You have de-iced %1.', %who.name);
messageAllExcept(%who, -1, 'MsgAdminForce', '%1 has been Un Frozen by %2.', %who.name, %client.name);
messageClient(%who, 'MsgAdminAction', 'You have Been de-Iced by %1, now behave.', %client.name);
logEcho(%client.nameBase @ " unfroze " @ %who.nameBase, 1);
}
}
else
messageClient(%client, 'MsgError', '\c2Only Super Admins can use this command.');
}
function serverCmdBootToTheRear(%client, %who)
{
if(%client.isSuperAdmin)
{
if(!$MatchStarted)
{
messageClient(%client, 'MsgError', 'You must wait for the match to start!');
return;
}
if(isObject(%who.player) && !%who.isSuperAdmin)
{
%time = getTime();
%obj = %who.player;
%vec = "0 0 10";
%obj.applyImpulse(%obj.position, VectorScale(%vec, %obj.getDataBlock().mass*20));
messageAllExcept(%who, -1, 'MsgAdminForce', '%1 has been given a boot to the rear by %2.', %who.name, %client.name);
messageClient(%who, 'MsgAdminAction', 'You have Been given a boot to the ass by %1, now behave.', %client.name);
logEcho(%client.nameBase @ " gave " @ %who.nameBase @ " a boot to the rear", 1);
}
else
{
messageClient(%client, 'MsgError', 'You must wait for the player to spawn!');
}
}
else
messageClient(%client, 'MsgError', '\c2Only Super Admins can use this command.');
}
function serverCmdExplodePlayer(%client, %who)
{
if(%client.isSuperAdmin)
{
if(!$MatchStarted)
{
messageClient(%client, 'MsgError', 'You must wait for the match to start!');
return;
}
if(isObject(%who.player) && !%who.isSuperAdmin)
{
%who.player.blowup();
%who.player.scriptKill(0);
messageAllExcept(%who, -1, 'MsgAdminForce', '%1 found some explosives in his pants planted by %2.', %who.name, %client.name);
messageClient(%who, 'MsgAdminAction', 'You have Been dissasembled for inspection by the Super Admin %1, now behave.', %client.name);
logEcho(%client.nameBase @ " exploded " @ %who.nameBase, 1);
}
else
{
messageClient(%client, 'MsgError', 'You must wait for the player to spawn!');
}
}
else
messageClient(%client, 'MsgError', '\c2Only Super Admins can use this command.');
}
// z0dd - ZOD - MeBad, 7/13/03. Send client information.
function ServerCmdPrintClientInfo(%client, %targetClient)
{
if (%client.isAdmin)
{
if ((!%targetClient.isSuperAdmin) && (%client.isSuperAdmin))
{
%wonid = getField( %targetClient.getAuthInfo(), 3);
%ip = %targetClient.getAddress();
}
else
{
%wonid = "PROTECTED";
%ip = "PROTECTED";
}
MessageClient(%client, '', '---------------------------------------------------------------');
MessageClient(%client, 'ClientInfo', "\c3Client Info...\n" @
"ClientName: \c2" @ %targetClient.nameBase @ "\n" @
"\c3Wonid: \c2" @ %wonid @ "\n" @
"\c3IP: \c2" @ %ip @ "\n\n" @
"\c3TeamKills:\c2 " @ %targetClient.teamkills @ "\n" @
"\c3BK (BaseKills): \c2" @ %targetClient.tkDestroys @ "\n" @
"\c3Suicides:\c2 " @ %targetClient.suicides @ "\n");
MessageClient(%client, '', '---------------------------------------------------------------');
}
else
messageClient(%client, 'MsgError', '\c2Only Admins can use this command.');
}

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$AntiCloakPlayerCount = 6; // amount of players needed on server for CloakPack to be selectable
//Activates when default Inventory for player is set so player cant select it thru hotkeys or select it thru the gui.
function ActivateAntiCloak ()
{
//echo("TotalTeamPlayerCount " @ $TotalTeamPlayerCount);
//echo("AntiCloakPlayerCount " @ $AntiCloakPlayerCount);
if(!$Host::TournamentMode && $TotalTeamPlayerCount < $AntiCloakPlayerCount)
//If server is in Tourny mode or if the server population isnt higher than the AntiCloakPlayerCount the CloakPack is not selectable.
$InvBanList[CTF, "CloakingPack"] = true;
else
//If AntiCloakPlayerCount is lower than server population, CloakPack is enabled and Selectable.
$InvBanList[CTF, "CloakingPack"] = false;
}

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//This function is Called at:
//CreateServer(%mission, %missionType) in Server.cs
package StartTeamCounts {
//Start
function CreateServer(%mission, %missionType)
{
//Call default function
parent::CreateServer(%mission, %missionType);
//Start
//Make sure our activation variable is set
ResetClientChangedTeams();
//Keeps server Auto Reset off
$Host::Dedicated = 0;
//Call for a GetTeamCount update
GetTeamCounts( %game, %client, %respawn );
}
};
// Prevent package from being activated if it is already
if (!isActivePackage(StartTeamCounts))
activatePackage(StartTeamCounts);
function GetTeamCounts( %game, %client, %respawn )
{
if (!isActivePackage(StartTeamCounts)) {
deactivatePackage(StartTeamCounts);
}
//Check pug password
CheckPUGpassword();
//Get teamcounts
if($GetCountsClientTeamChange && $countdownStarted && $MatchStarted) {
//Team Count code by Keen
$PlayerCount[0] = 0;
$PlayerCount[1] = 0;
$PlayerCount[2] = 0;
for(%i = 0; %i < ClientGroup.getCount(); %i++)
{
%client = ClientGroup.getObject(%i);
//if(!%client.isAIControlled())
$PlayerCount[%client.team]++;
}
//echo ("Clientgroup " @ ClientGroup.getCount());
//echo ("$PlayerCount[0] " @ $PlayerCount[0]);
//echo ("$PlayerCount[1] " @ $PlayerCount[1]);
//echo ("$PlayerCount[2] " @ $PlayerCount[2]);
//echo ("client.team " @ %client.team);
//Other variables
//Amount of players on teams
$TotalTeamPlayerCount = $PlayerCount[1] + $PlayerCount[2];
//Amount of all players including observers
$AllPlayerCount = $PlayerCount[1] + $PlayerCount[2] + $PlayerCount[0];
//Start Base Rape Notify
//Make sure it's CTF Mode
if($CurrentMissionType $= "CTF") {
PlayerNotify::AtSpawn( %game, %client, %respawn );
}
//Call Team Balance Notify
//Make sure it's CTF Mode
if($CurrentMissionType $= "CTF" && $TotalTeamPlayerCount !$= 0) {
TeamBalanceNotify::AtSpawn( %game, %client, %respawn );
}
if($CurrentMissionType $= "sctf" && $TotalTeamPlayerCount !$= 0) {
TeamBalanceNotify::AtSpawn( %game, %client, %respawn );
}
//AntiCloak Start
//if($CurrentMissionType $= "CTF") {
//ActivateAntiCloak ();
//}
$GetCountsClientTeamChange = false;
}
//Call itself again. Every 5 seconds.
schedule(5000, 0, "GetTeamCounts");
}
//Run at DefaultGame::clientJoinTeam, DefaultGame::clientChangeTeam, DefaultGame::assignClientTeam in evo defaultgame.ovl
//Also Run at DefaultGame::onClientEnterObserverMode, DefaultGame::AIChangeTeam, DefaultGame::onClientLeaveGame, DefaultGame::forceObserver in evo defaultgame.ovl
//And finally GameConnection::onConnect in evo server.ovl
//Added so the bulk of GetCounts doesnt run when it doesnt need to causing unnecessary latency that may or may not have existed, but probably is good practice.
//GetCounts still runs every 5 seconds as it did, but whether or not someone has changed teams, joined obs, left, etc etc will decide whether or not the bulk of it runs.
function ResetClientChangedTeams() {
//Let GetTeamCounts run if there is a Teamchange.
$GetCountsClientTeamChange = true;
}

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//Start and Reset Notify
//package NoRapeNotify {
//Start Notify
//function DefaultGame::spawnPlayer( %game, %client, %respawn ) {
//Call default function
//parent::spawnPlayer( %game, %client, %respawn );
//Start
//Make sure it's CTF Mode
//if( $CurrentMissionType $= "CTF" ) {
//PlayerNotify::AtSpawn( %game, %client, %respawn );
//}
//}
//Moved the DefaultGame::gameOver in evo defaultgame.ovl
//Reset Notify
//function DefaultGame::gameOver( %game ) {
//Call default function
//parent::gameOver( %game );
//Reset NoBaseRape Notify
//ResetNotify::MissionEnd( %game, %client );
//}
//};
// Prevent package from being activated if it is already
//if (!isActivePackage(NoRapeNotify))
//activatePackage(NoRapeNotify);
//This function is at DefaultGame::spawnPlayer( %game, %client, %respawn ) defaultGame.cs
//Notifys the user if NoBase rape is on or off. Has a Counter so it is only run once and doesnt spam the client. It is triggered at spawn.
function PlayerNotify::AtSpawn( %game, %client, %respawn )
{
//echo ("%client " @ %client);
//echo ("$TeamBalanceClient " @ $TeamBalanceClient);
//Is NoBaseRape On or off
if( !$Host::TournamentMode && $Host::EvoNoBaseRapeEnabled && $Host::EvoNoBaseRapeClassicPlayerCount > $TotalTeamPlayerCount ) {
//If on, has the client gotten the notification already
if($NoBaseRapeNotifyCount !$= 0) {
messageAll('MsgNoBaseRapeNotify', 'No Base Rape is \c1Enabled.~wfx/misc/nexus_cap.wav');
$NoBaseRapeNotifyCount = 0;
}
}
else
//NoBaseRape is off
//Has the client gotten the notification already
if($NoBaseRapeNotifyCount !$= 1) {
messageAll('MsgNoBaseRapeNotify', 'No Base Rape is \c1Disabled.~wfx/misc/diagnostic_on.wav');
$NoBaseRapeNotifyCount = 1;
}
}
//This function is at StaticShapeData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
//In the evopackage.cs or evoClassic.vl2
//Plays a sound when a player hits a protected asset
function PlayerNotifyEnabled::OnDamage( %game, %sourceObject )
{
messageClient(%sourceObject.client, 'MsgNoBaseRapeNotify', '~wfx/misc/diagnostic_beep.wav');
}
//This function is at DefaultGame::gameOver(%game) CTFGame.cs
//Resets the client NotifyCount when the mission ends
function ResetNotify::MissionEnd( %game, %client )
{
$NoBaseRapeNotifyCount = -1;
}

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//To activate a password in certain gamemodes
//called in Getcounts.cs
//and also other options like distance and speed
//turn tournament mode off when switched to lak
// Variables
// Add these to ServerPrefs
//
// Turn on Auto Password at a player limit
// $Host::PUGautoPassword = 1;
// What value does Auto Password turn on
// $Host::PUGautoPasswordLimit = 10;
// The PUG password you want
// $Host::PUGPassword = "pickup";
function CheckPUGpassword()
{
//Only run before mission start and countdown start
if( !$MatchStarted && !$countdownStarted )
{
if( $CurrentMissionType !$= "LakRabbit" )
{
if( $Host::TournamentMode )
$Host::Password = $Host::PUGPassword;
else if( !$Host::TournamentMode )
{
$Host::Password = "";
//if 10 players are already on the server when the map changes
if( $TotalTeamPlayerCount >= $Host::PUGautoPasswordLimit && $Host::PUGautoPassword )
$Host::Password = $Host::PUGPassword;
}
$Host::HiVisibility = "0";
}
else if( $CurrentMissionType $= "LakRabbit" )
{
$Host::Password = "";
$Host::TournamentMode = 0;
$Host::HiVisibility = "1";
}
//echo ("PUGpassCheck");
}
//If someone changes teams
else if( $Host::PUGautoPassword && $CurrentMissionType !$= "LakRabbit" && !$Host::TournamentMode )
{
if( $TotalTeamPlayerCount < $Host::PUGautoPasswordLimit )
$Host::Password = "";
else if( $TotalTeamPlayerCount >= $Host::PUGautoPasswordLimit )
$Host::Password = $Host::PUGPassword;
//echo ("PUGpassCheckTeamchange");
}
}

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//Give the client a notification on the current state of balancing.
//This function is in GetTeamCounts( %game, %client, %respawn ) GetTeamCounts.cs
function TeamBalanceNotify::AtSpawn( %game, %client, %respawn )
{
//Call for a GetTeamCount update
//GetTeamCounts( %game, %client, %respawn );
//evoplayercount does not count yourself
//variables
//%balancedifference = 2; //player difference you want to allow before sending notifications between teams.
//%Team1Difference = $PlayerCount[1] - $PlayerCount[2];
//%Team2Difference = $PlayerCount[2] - $PlayerCount[1];
//echo ("%Team1Difference " @ %Team1Difference);
//echo ("%Team2Difference " @ %Team2Difference);
//Are teams unbalanced?
if( $PlayerCount[1] !$= $PlayerCount[2] ) {
//Reset Balanced
$BalancedCount = 0;
if( ($PlayerCount[1] - $PlayerCount[2]) >= 2 || ($PlayerCount[2] - $PlayerCount[1]) >= 2 ) {
//Has the client gotten the notification already
if($TeamBalanceNotifyCount !$= 1) {
//If unbalanced, send a notification. Will continue to send notifications until teams are balanced.
messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced.');
//Only get the notification once per spawn.
$TeamBalanceNotifyCount = 1;
//Reset Stat
$StatsBalanceCount = 0;
}
}
}
else
//If teams are balanced and teams dont equal 0.
if( $PlayerCount[1] == $PlayerCount[2] && $TotalTeamPlayerCount !$= 0 ) {
//Has the client gotten the notification already
if($BalancedCount !$= 1) {
//If balanced, send a notification.
messageAll('MsgTeamBalanceNotify', '\c1Teams are balanced.');
//Only get the balance notification once.
$BalancedCount = 1;
//Reset Unbalanced
$TeamBalanceNotifyCount = 0;
//Reset Stat
$StatsBalanceCount = 0;
}
}
//3 or more difference gets a count notify
if( ($PlayerCount[1] - $PlayerCount[2]) >= 3 || ($PlayerCount[2] - $PlayerCount[1]) >= 3 ) {
//Run it once
if($StatsBalanceCount !$= 1) {
messageAll('MsgTeamBalanceNotify', '\c1It is currently %1 vs %2 with %3 observers.', $PlayerCount[1], $PlayerCount[2], $PlayerCount[0] );
$StatsBalanceCount = 1;
}
}
}
//Called in CTFGame::flagCap in evo CTFGame.ovl
//Allows for another unbalanced notification everytime the flag is capped.
function ResetUnbalancedNotifyPerCap()
{
$TeamBalanceNotifyCount = 0;
$StatsBalanceCount = 0;
}
//Reset Notify at defaultgame::gameOver in evo defaultgame.ovl
function ResetTeamBalanceNotifyGameOver( %game ) {
//Reset TeamBalance Variables
$BalancedCount = -1;
$TeamBalanceNotifyCount = -1;
$StatsBalanceCount = -1;
}

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//Changes were also made in the Evo Admin.ovl and DefaultGame.ovl
//DefaultGame::voteChangeMission, DefaultGame::voteChangeTimeLimit, serverCmdStartNewVote
package VoteOverTime {
function DefaultGame::checkTimeLimit(%game, %forced)
{
// Don't add extra checks:
if ( %forced )
cancel( %game.timeCheck );
// if there is no time limit, check back in a minute to see if it's been set
if(($Host::TimeLimit $= "") || $Host::TimeLimit == 0)
{
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
return;
}
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
if (%curTimeLeftMS <= 0)
{
//Vote Overtime
//Check if Vote is active or if the timelimit has changed.
if( !$VoteInProgress && !$TimeLimitChanged ) {
// time's up, put down your pencils
%game.timeLimitReached();
//Reset Everything to do with Vote Overtime
//Moved to function DefaultGame::gameOver in DefaultGame.ovl in evo
}
else if( $missionRunning && $VoteInProgress && !$TimeLimitChanged ) {
//Restart the function so the map can end if the Vote doesnt pass.
schedule(2000, 0, "RestartcheckTimeLimit", %game, %forced);
//Messege
if( !$VoteInProgressMessege ) {
messageAll('', '\c2Vote Overtime Initiated.~wfx/powered/turret_heavy_activate.wav', %display);
$VoteInProgressMessege = true;
}
}
}
else
{
if(%curTimeLeftMS >= 20000)
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
else
%game.timeCheck = %game.schedule(%curTimeLeftMS + 1, "checkTimeLimit");
//now synchronize everyone's clock
messageAll('MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
}
}
};
function RestartcheckTimeLimit(%game, %forced)
{
%game.checkTimeLimit(%game, %forced);
}
function StartVOTimeVote(%game)
{
$VoteSoundInProgress = true;
$VoteInProgress = true;
$TimeLimitChanged = false;
}
function ResetVOTimeChanged(%game)
{
$VoteInProgress = false;
$TimeLimitChanged = true;
$VoteInProgressMessege = false;
$VoteSoundInProgress = false;
}
function ResetVOall(%game)
{
$VoteInProgress = false;
$TimeLimitChanged = false;
$VoteInProgressMessege = false;
$VoteSoundInProgress = false;
}
// Prevent package from being activated if it is already
if (!isActivePackage(VoteOverTime))
activatePackage(VoteOverTime);

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//Make a sound every so seconds to make sure everyone votes
function VoteSound( %game ) {
if($VoteSoundInProgress) {
messageAll('', '\c1Vote in Progress: \c0Press Insert for Yes or Delete for No.~wgui/objective_notification.wav', %display);
//$VoteSoundSchedule = schedule(12000, "VoteSound", %game);
schedule(12000, 0, "VoteSound", %game);
}
else
return;
}

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$TurretPlayerCount = 10; // amount of players needed on server for turrets
package antiTurret {
function TurretData::selectTarget(%this, %turret)
{
if( !$Host::TournamentMode && $TotalTeamPlayerCount < $TurretPlayerCount) {
%turret.clearTarget();
}
else {
Parent::selectTarget(%this, %turret);
}
}
};
// Prevent package from being activated if it is already
if (!isActivePackage(antiTurret))
activatePackage(antiTurret);

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// anti NoFog Snipe by Red Shifter
// A far cry to the solution of noFog, but this'll stop the snipes
// This is a Server-Side Script
package antiNoFogSnipe {
function DefaultGame::missionLoadDone(%game) {
Parent::missionLoadDone(%game);
if (Sky.visibleDistance $= "" || Sky.visibleDistance == 0) {
// This script plays it safe. You better have a map that works.
error("WARNING! This map will not work with NoFog Snipe!");
BasicSniperShot.maxRifleRange = 1000;
}
else
BasicSniperShot.maxRifleRange = Sky.visibleDistance;
}
};
activatePackage(antiNoFogSnipe);

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// TribesNext Minimum Version Enforcement
// Written by Thyth
// 2014-08-18
// Updated on 2014-08-31 after testing/feedback from Heat Killer.
// This script prevents clients from joining a non-observer team if they are not running
// TribesNext RC2a or newer, with the tournamentNetClient.vl2 installed. An early form of
// anticheat was added to the RC2 patch that kills HM2. This script allows detecting of
// a new enough version by the interaction with the TribesNext community/browser system.
// Support for clan tags (and account renaming) was added along with the HM2 killer in RC2,
// but no client side code to talk to the browser server was in yet. Now that the browser
// system backend is complete, all clients can install the tournamentNetClient to the
// browser, and users running RC2 (with HM2 killer) can be detected.
// The variable on the client object:
// %client.t2csri_sentComCertDone
// Will be 1 if they are running RC2+ with tournamentNetClient.vl2
// Admins can override this restriction when forcing players to join a team.
function checkVer_showBanner(%client)
{
// customize me
commandToClient(%client, 'CenterPrint', "<font:Sui Generis:22><color:3cb4b4>Version Check Failed!\n<font:Univers:16><color:3cb4b4>You need the latest TribesNext patch and TournyNetClient to play.\n Download it from T2Discord.tk and drop it into your GameData/Base folder.", 10, 3);
}
package checkver
{
function serverCmdClientJoinTeam(%client, %team)
{
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::serverCmdClientJoinTeam(%client, %team);
}
function serverCmdClientJoinGame(%client)
{
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::serverCmdClientJoinGame(%client);
}
function serverCmdClientPickedTeam(%client, %option)
{
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::serverCmdClientPickedTeam(%client, %option);
}
function serverCmdClientTeamChange(%client, %option)
{
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::serverCmdClientTeamChange(%client, %option);
}
function Observer::onTrigger(%data, %obj, %trigger, %state)
{
%client = %obj.getControllingClient();
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::onTrigger(%data, %obj, %trigger, %state);
}
};
activatePackage(checkver);

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// ban mortar turret from inventory in main gametypes
$InvBanList[CTF, "MortarBarrelPack"] = 1;
$InvBanList[CnH, "MortarBarrelPack"] = 1;
$InvBanList[Siege, "MortarBarrelPack"] = 1;
package noMortarTurret {
// if a mortar turret somehow makes it into the game, keep it from working
function TurretData::selectTarget(%this, %turret) {
if( %turret.initialBarrel !$= "MortarBarrelLarge" ) {
Parent::selectTarget(%this, %turret);
}
}
};
// Prevent package from being activated if it is already
if (!isActivePackage( noMortarTurret ))
activatePackage( noMortarTurret );

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$pref::Net::PacketRateToClient = "32"; //determines how many packets per second sent to each client
$pref::Net::PacketRateToServer = "32"; //may determine how many packets are allowed from each client
$pref::Net::PacketSize = "450"; //size of each packet sent to each client, maximum.has no effect on size of packets client send to the server
setlogmode(0);
// leave this set to zero unless you are coding and need a log it will make a huge file...!!!
$logechoenabled=0;
//set to 1 you can now see game details in console. Thanks to tubaguy.
SetPerfCounterEnable(0);
//server stutter fix

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memPatch("A3C300","A370C3A300E8D609A0FF8B46205053E98103A0FF");
memPatch("A3C330","C70570C3A30000000000E8A109A0FF8B462085C0E96D03A0FF");
memPatch("A3C400","E80BFB9FFF6089C38B1570C3A300B8FF00000029D039C37D0661E92509A0FFA380C3A30061A180C3A300E91509A0FF");
memPatch("A3C430","E8DBFA9FFF6089C38B1570C3A300B8FF00000029D039C37D0661E9A009A0FFA380C3A30061A180C3A300E99009A0FF");
memPatch("43C68B","E970FC5F00");
memPatch("43C6AC","E97FFC5F00");
memPatch("43CD3F","E9BCF65F00");
memPatch("43CDEA","E941F65F00");

File diff suppressed because it is too large Load diff

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//----------------------------------------------------------------------------
// 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];
if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
%client.getControlObject().use(%data);
}
function serverCmdThrow(%client,%data)
{
// Item names from the client must converted
// into DataBlocks
// %data = ItemDataBlock[%item];
//-----------------------------------------------------------------------
// z0dd - ZOD, 4/18/02. Let one keybind handle all grenade types.
if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
{
if(%data $= Grenade)
{
// figure out which grenade type you're using
for(%x = 0; $InvGrenade[%x] !$= ""; %x++)
{
if(%client.getControlObject().inv[$NameToInv[$InvGrenade[%x]]] > 0)
{
%data = $NameToInv[$InvGrenade[%x]];
break;
}
}
%client.getControlObject().throw(%data);
}
else if(%data $= Mine)
{
for(%x = 0; $InvMine[%x] !$= ""; %x++)
{
if(%client.getControlObject().inv[$NameToInv[$InvMine[%x]]] > 0)
{
%data = $NameToInv[$InvMine[%x]];
break;
}
}
%client.getControlObject().throw(%data);
}
else if(%data $= "Ammo")
{
%weapon = %client.getControlObject().getMountedImage($WeaponSlot);
if(%weapon !$= "")
{
if(%weapon.ammo !$= "")
%client.getControlObject().throw(%weapon.ammo);
else
return;
}
}
else
%client.getControlObject().throw(%data);
}
}
function serverCmdThrowWeapon(%client,%data)
{
// Item names from the client must converted
// into DataBlocks
// %data = ItemDataBlock[%item];
if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
%client.getControlObject().throwWeapon();
}
function serverCmdThrowPack(%client,%data)
{
if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
%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 )
{
if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
%client.getControlObject().selectWeaponSlot( %data );
}
function serverCmdCycleWeapon( %client, %data )
{
if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
%client.getControlObject().cycleWeapon( %data );
}
function serverCmdStartThrowCount(%client, %data)
{
%client.player.throwStart = getSimTime();
}
$maxThrowStr = 2.2; // z0dd - ZOD, 8/6/02. New throw str features
function serverCmdEndThrowCount(%client, %data)
{
if(%client.player.throwStart == 5)
return;
// ---------------------------------------------------------------
// z0dd - ZOD, 8/6/02. New throw str features
%throwStrength = (getSimTime() - %client.player.throwStart) / 150;
if(%throwStrength > $maxThrowStr)
%throwStrength = $maxThrowStr;
else if(%throwStrength < 0.5)
%throwStrength = 0.5;
// ---------------------------------------------------------------
%throwScale = %throwStrength / 2;
%client.player.throwStrength = %throwScale;
%client.player.throwStart = 5;
}
// --------------------------------------------------------------------
// z0dd - ZOD, 9/27/02. No buildup power. Rewrote function
function serverCmdthrowMaxEnd(%client, %data)
{
%client.player.throwStrength = $maxThrowStr / 2;
}
// --------------------------------------------------------------------
function ShapeBase::throwWeapon(%this)
{
if(Game.shapeThrowWeapon(%this)) {
%image = %this.getMountedImage($WeaponSlot);
%this.throw(%image.item);
%this.client.setWeaponsHudItem(%image.item, 0, 0);
}
}
function ShapeBase::throwPack(%this)
{
if(isObject(%this)) // z0dd - ZOD, 5/18/03. Console spam fix
{
%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.class $= "Weapon") {
// error("ShapeBase::use " @ %data);
//}
if(isObject(%this) && %data !$= "") // z0dd - ZOD, 5/18/03. Console spam fix
{
if(%data $= Grenade)
{
// 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 $= Mine) // z0dd - ZOD, 5/18/03. For more mine types
{
// figure out which mine type you're using
for(%m = 0; $InvMine[%m] !$= ""; %m++) {
if(%this.inv[$NameToInv[$InvMine[%m]]] > 0)
{
%data = $NameToInv[$InvMine[%m]];
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 )
{
%this.playAudio( 0, SatchelChargeExplosionSound );
schedule( 600, %this, "detonateSatchelCharge", %this ); // z0dd - ZOD, 8/24/02. Time after pressing fire that satchel blows. Was 800
return true;
}
return false;
}
else if(%data $= Beacon)
{
%data.onUse(%this);
if (%this.inv[%data.getName()] > 0)
return true;
}
// default case
if (%this.inv[%data.getName()] > 0) {
%data.onUse(%this);
return true;
}
return false;
}
}
function ShapeBase::pickup(%this,%obj,%amount)
{
%data = %obj.getDatablock();
%delta = %this.incInventory(%data,%amount);
if (%delta)
%data.onPickup(%obj,%this,%delta);
return %delta;
}
function ShapeBase::hasInventory(%this, %data)
{
// changed because it was preventing weapons cycling correctly (MES)
return (%this.inv[%data] > 0);
}
function ShapeBase::maxInventory(%this, %data)
{
//error("ShapeBase::maxInventory( " @ %this.client.nameBase @ ", " @ %data @ " )");
if(isObject(%data)) // z0dd - ZOD, 5/18/03. Console spam fix
{
if($TestCheats)
return 999;
else
return %this.getDatablock().max[%data.getName()];
}
}
function ShapeBase::incInventory(%this, %data, %amount)
{
if(isObject(%data)) // z0dd - ZOD, 5/18/03. Console spam fix
{
%max = %this.maxInventory(%data);
%cv = %this.inv[%data.getName()];
if (%cv < %max) {
if (%cv + %amount > %max)
%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)
{
%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)
%value = %max;
}
}
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 $= TargetingLaser)
{
return( false );
}
else
{
return( true );
}
}
else
{
return( %this.getInventory( %weapon.image.ammo ) > 0 );
}
}
function SimObject::onInventory(%this, %obj)
{
//function was added to reduce console error msg spam
}
function ShapeBase::throwItem(%this,%data)
{
%item = new Item() {
dataBlock = %data;
rotation = "0 0 1 " @ (getRandom() * 360);
};
%item.ammoStore = %data.ammoStore;
MissionCleanup.add(%item);
%this.throwObject(%item);
}
function ShapeBase::throwObject(%this,%obj)
{
//------------------------------------------------------------------
// z0dd - ZOD, 4/15/02. Allow respawn switching during tourney wait.
if(!$MatchStarted)
return;
//------------------------------------------------------------------
// z0dd - ZOD, 5/26/02. Remove anti-hover so flag can be thrown properly
if(%obj.getDataBlock().getName() $= "Flag")
{
%obj.static = false;
// z0dd - ZOD - SquirrelOfDeath, 10/02/02. Hack for flag collision bug.
if(Game.Class $= CTFGame || Game.Class $= PracticeCTFGame)
%obj.searchSchedule = Game.schedule(10, "startFlagCollisionSearch", %obj);
}
//------------------------------------------------------------------
%srcCorpse = (%this.getState() $= "Dead"); // z0dd - ZOD, 4/14/02. Flag tossed from corpse
//if the object is being thrown by a corpse, use a random vector
if (%srcCorpse && %obj.getDataBlock().getName() !$= "Flag") // z0dd - ZOD, 4/14/02. Except for flags..
{
%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
%vec = vectorScale(%vec, 10);
}
else // else Initial vel based on the dir the player is looking
{
%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 12",1 - %dot)); // z0dd - ZOD, 9/10/02. 10 was 8
// 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() $= "Flag")
{
if ($CurrentMissionType $= "sctf")
%vec = vectorScale(%vec, (%srcCorpse ? 50 : 95)); // Added so SCtF gets more force for Flag passes
else
%vec = vectorScale(%vec, (%srcCorpse ? 40 : 75)); // z0dd - ZOD, 4/14/02. Throw flag force. Value was 40
// ------------------------------------------------------------
// z0dd - ZOD, 9/27/02. Delay on grabbing flag after tossing it
%this.flagTossWait = true;
%this.schedule(1000, resetFlagTossWait);
// ------------------------------------------------------------
}
//
%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)
{
// z0dd - ZOD, 5/18/03. Auto cleanup of weapons and ammo. Streamline
for(%i = 0; %i < $WeaponsHudCount; %i++)
{
%this.setInventory($WeaponsHudData[%i, itemDataName], 0);
if($WeaponsHudData[%i, ammoDataName] !$= "")
%this.setInventory($WeaponsHudData[%i, ammoDataName], 0);
}
for(%i = 0; $InvGrenade[%i] !$= ""; %i++)
%this.setInventory($NameToInv[$InvGrenade[%i]], 0);
for(%i = 0; $InvMine[%i] !$= ""; %i++)
%this.setInventory($NameToInv[$InvMine[%i]], 0);
%this.setInventory(RepairKit, 0);
%this.setInventory(Beacon, 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;
// z0dd - ZOD, 5/18/03. Auto increment of weapons and ammo. Streamline
for(%i = 0; %i < $WeaponsHudCount; %i++)
{
%player.setInventory($WeaponsHudData[%i, itemDataName], 1);
if($WeaponsHudData[%i, ammoDataName] !$= "")
%player.setInventory($WeaponsHudData[%i, ammoDataName], 999);
}
for(%i = 0; $InvGrenade[%i] !$= ""; %i++)
%player.setInventory($NameToInv[$InvGrenade[%i]], 0);
for(%i = 0; $InvMine[%i] !$= ""; %i++)
%player.setInventory($NameToInv[$InvMine[%i]], 0);
%player.setInventory(RepairKit, 999);
%player.setInventory(Beacon, 999);
%player.setInventory(RocketCannonAmmo, 999);
}
}

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// ------------------------------------------------------------------
// SENSOR JAMMER PACK
//
// When activated, the sensor jammer pack emits a sensor-jamming field of
// 20m radius. Any players within this field are completely invisible to
// all sensors, turrets and cameras.
//
// When not activated, the pack has no effect.
//
datablock EffectProfile(SensorJammerPackActivateEffect)
{
effectname = "packs/cloak_on";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock AudioProfile(SensorJammerActivateSound)
{
filename = "fx/packs/sensorjammerpack_on.wav";
description = ClosestLooping3d;
preload = true;
};
datablock ShapeBaseImageData(SensorJammerPackImage)
{
shapeFile = "pack_upgrade_sensorjammer.dts";
item = SensorJammerPack;
mountPoint = 1;
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = SensorJammerActivateSound;
stateEnergyDrain[1] = 10.5;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(SensorJammerPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_sensorjammer.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "SensorJammerPackImage";
pickUpName = "a sensor jammer pack";
computeCRC = true;
};
datablock SensorData(JammerSensorObjectPassive) //v2 was commented out...
{
// same detection info as 'PlayerObject' sensorData
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = true;
detectRadius = 2000;
detectionPings = false;
detectsFOVOnly = true;
detectFOVPercent = 1.3;
useObjectFOV = true;
//detectscloaked = 1; //v2
jams = true;
jamsOnlyGroup = true;
jamsUsingLOS = true;
jamRadius = 0;
};
datablock SensorData(JammerSensorObjectActive)
{
// same detection info as 'PlayerObject' sensorData
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = true;
detectRadius = 2000;
detectionPings = false;
detectsFOVOnly = true;
detectFOVPercent = 1.3;
useObjectFOV = true;
detectscloaked = 1; //v2
jams = true;
jamsOnlyGroup = true;
jamsUsingLOS = true;
jamRadius = 30;
};
function SensorJammerPackImage::onMount(%data, %obj, %slot)
{
setTargetSensorData(%obj.client.target, JammerSensorObjectPassive); //v2
%obj.setImageTrigger(%slot, false);
commandToClient( %obj.client, 'setSenJamIconOff' );
//%obj.setJammerFX(false);
}
function deactivateJammer(%data, %obj, %slot)
{
SensorJammerPackImage::onDeactivate(%data, %obj, %slot);
}
function SensorJammerPackImage::onUnmount(%data, %obj, %slot) //v2
{
%obj.setImageTrigger(%slot, false);
setTargetSensorData(%obj.client.target, PlayerSensor);
}
function SensorJammerPackImage::onActivate(%data, %obj, %slot)
{
messageClient(%obj.client, 'MsgSensorJammerPackOn', '\c2Sensor jammer pack on.');
setTargetSensorData(%obj.client.target, JammerSensorObjectActive);
commandToClient( %obj.client, 'setSenJamIconOn' );
//%obj.setJammerFX( true );
}
function SensorJammerPackImage::onDeactivate(%data, %obj, %slot)
{
messageClient(%obj.client, 'MsgSensorJammerPackOff', '\c2Sensor jammer pack off.');
setTargetSensorData(%obj.client.target, PlayerSensor); //v2 H bug fix
%obj.setImageTrigger(%slot, false);
setTargetSensorData(%obj.client.target, JammerSensorObjectPassive); //v2 was PlayerSensor
commandToClient( %obj.client, 'setSenJamIconOff' );
//%obj.setJammerFX( false );
}
function SensorJammerPack::onPickup(%this, %obj, %shape, %amount)
{
//Nope
}

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//--------------------------------------
// Grenade launcher
//--------------------------------------
//--------------------------------------------------------------------------
// Force-Feedback Effects
//--------------------------------------
datablock EffectProfile(GrenadeSwitchEffect)
{
effectname = "weapons/generic_switch";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(GrenadeFireEffect)
{
effectname = "weapons/grenadelauncher_fire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(GrenadeDryFireEffect)
{
effectname = "weapons/grenadelauncher_dryfire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(GrenadeReloadEffect)
{
effectname = "weapons/generic_switch";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(GrenadeExplosionEffect)
{
effectname = "explosions/grenade_explode";
minDistance = 10;
maxDistance = 35;
};
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------
datablock AudioProfile(GrenadeSwitchSound)
{
filename = "fx/weapons/generic_switch.wav";
description = AudioClosest3d;
preload = true;
effect = GrenadeSwitchEffect;
};
datablock AudioProfile(GrenadeFireSound)
{
filename = "fx/weapons/grenadelauncher_fire.wav";
description = AudioDefault3d;
preload = true;
effect = GrenadeFireEffect;
};
datablock AudioProfile(GrenadeProjectileSound)
{
filename = "fx/weapons/grenadelauncher_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(GrenadeReloadSound)
{
filename = "fx/weapons/generic_switch.wav";
description = AudioClosest3d;
preload = true;
effect = GrenadeReloadEffect;
};
datablock AudioProfile(GrenadeExplosionSound)
{
filename = "fx/weapons/grenade_explode.wav";
description = AudioExplosion3d;
preload = true;
effect = GrenadeExplosionEffect;
};
datablock AudioProfile(UnderwaterGrenadeExplosionSound)
{
filename = "fx/weapons/grenade_explode_UW.wav";
description = AudioExplosion3d;
preload = true;
effect = GrenadeExplosionEffect;
};
datablock AudioProfile(GrenadeDryFireSound)
{
filename = "fx/weapons/grenadelauncher_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = GrenadeDryFireEffect;
};
//----------------------------------------------------------------------------
// Underwater fx
//----------------------------------------------------------------------------
datablock ParticleData(GrenadeExplosionBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 600;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 1.0;
sizes[1] = 1.0;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeExplosionBubbleEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 3.0;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "GrenadeExplosionBubbleParticle";
};
datablock ParticleData(UnderwaterGrenadeDust)
{
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = -1.1;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.6 0.6 1.0 0.5";
colors[1] = "0.6 0.6 1.0 0.5";
colors[2] = "0.6 0.6 1.0 0.0";
sizes[0] = 3.0;
sizes[1] = 3.0;
sizes[2] = 3.0;
times[0] = 0.0;
times[1] = 0.7;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterGrenadeDustEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 0;
ejectionVelocity = 15.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 70;
thetaMax = 70;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "UnderwaterGrenadeDust";
};
datablock ParticleData(UnderwaterGrenadeExplosionSmoke)
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.25; // rises slowly
inheritedVelFactor = 0.025;
constantAcceleration = -1.1;
lifetimeMS = 1250;
lifetimeVarianceMS = 0;
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/Smoke/smoke_001";
colors[0] = "0.1 0.1 1.0 1.0";
colors[1] = "0.4 0.4 1.0 1.0";
colors[2] = "0.4 0.4 1.0 0.0";
sizes[0] = 2.0;
sizes[1] = 6.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterGExplosionSmokeEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 0;
ejectionVelocity = 6.25;
velocityVariance = 0.25;
thetaMin = 0.0;
thetaMax = 90.0;
lifetimeMS = 250;
particles = "UnderwaterGrenadeExplosionSmoke";
};
datablock ParticleData(UnderwaterGrenadeSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 350;
textureName = "special/underwaterSpark";
colors[0] = "0.6 0.6 1.0 1.0";
colors[1] = "0.6 0.6 1.0 1.0";
colors[2] = "0.6 0.6 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterGrenadeSparksEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 12;
velocityVariance = 6.75;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "UnderwaterGrenadeSparks";
};
datablock ExplosionData(UnderwaterGrenadeExplosion)
{
soundProfile = UnderwaterGrenadeExplosionSound;
faceViewer = true;
explosionScale = "0.8 0.8 0.8";
emitter[0] = UnderwaterGrenadeDustEmitter;
emitter[1] = UnderwaterGExplosionSmokeEmitter;
emitter[2] = UnderwaterGrenadeSparksEmitter;
emitter[3] = GrenadeExplosionBubbleEmitter;
shakeCamera = true;
camShakeFreq = "10.0 6.0 9.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
};
//----------------------------------------------------------------------------
// Bubbles
//----------------------------------------------------------------------------
datablock ParticleData(GrenadeBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 600;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 0.4";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeBubbleEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 0.1;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "GrenadeBubbleParticle";
};
//----------------------------------------------------------------------------
// Debris
//----------------------------------------------------------------------------
datablock ParticleData( GDebrisSmokeParticle )
{
dragCoeffiecient = 1.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -60.0;
spinRandomMax = 60.0;
colors[0] = "0.4 0.4 0.4 1.0";
colors[1] = "0.3 0.3 0.3 0.5";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.0;
sizes[1] = 1.0;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( GDebrisSmokeEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 1;
ejectionVelocity = 1.0; // A little oomph at the back end
velocityVariance = 0.2;
thetaMin = 0.0;
thetaMax = 40.0;
particles = "GDebrisSmokeParticle";
};
datablock DebrisData( GrenadeDebris )
{
emitters[0] = GDebrisSmokeEmitter;
explodeOnMaxBounce = true;
elasticity = 0.4;
friction = 0.2;
lifetime = 0.3;
lifetimeVariance = 0.02;
numBounces = 1;
};
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
datablock ParticleData( GrenadeSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = -1.4;
lifetimeMS = 300;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.05;
sizes[1] = 0.2;
sizes[2] = 0.2;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( GrenadeSplashEmitter )
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
ejectionVelocity = 4;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 50;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "BlasterSplashParticle";
};
datablock SplashData(GrenadeSplash)
{
numSegments = 15;
ejectionFreq = 15;
ejectionAngle = 40;
ringLifetime = 0.35;
lifetimeMS = 300;
velocity = 3.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "special/water2";
emitter[0] = BlasterSplashEmitter;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 1.0";
colors[2] = "0.7 0.8 1.0 1.0";
colors[3] = "0.7 0.8 1.0 1.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//--------------------------------------------------------------------------
// Particle effects
//--------------------------------------
datablock ParticleData(GrenadeSmokeParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = -0.2; // rises slowly
inheritedVelFactor = 0.00;
lifetimeMS = 700; // lasts 2 second
lifetimeVarianceMS = 150; // ...more or less
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
colors[0] = "0.9 0.9 0.9 1.0";
colors[1] = "0.6 0.6 0.6 1.0";
colors[2] = "0.4 0.4 0.4 0.0";
sizes[0] = 0.25;
sizes[1] = 1.0;
sizes[2] = 3.0;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeSmokeEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 5;
ejectionVelocity = 1.25;
velocityVariance = 0.50;
thetaMin = 0.0;
thetaMax = 90.0;
particles = "GrenadeSmokeParticle";
};
datablock ParticleData(GrenadeDust)
{
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.3 0.3 0.3 0.5";
colors[1] = "0.3 0.3 0.3 0.5";
colors[2] = "0.3 0.3 0.3 0.0";
sizes[0] = 3.2;
sizes[1] = 4.6;
sizes[2] = 5.0;
times[0] = 0.0;
times[1] = 0.7;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeDustEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 15.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "GrenadeDust";
};
datablock ParticleData(GrenadeExplosionSmoke)
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.5; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 1250;
lifetimeVarianceMS = 0;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/Smoke/smoke_001";
colors[0] = "0.7 0.7 0.7 1.0";
colors[1] = "0.2 0.2 0.2 1.0";
colors[2] = "0.1 0.1 0.1 0.0";
sizes[0] = 2.0;
sizes[1] = 6.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GExplosionSmokeEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 6.25;
velocityVariance = 0.25;
thetaMin = 0.0;
thetaMax = 90.0;
lifetimeMS = 250;
particles = "GrenadeExplosionSmoke";
};
datablock ParticleData(GrenadeSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 350;
textureName = "special/bigspark";
colors[0] = "0.56 0.36 0.26 1.0";
colors[1] = "0.56 0.36 0.26 1.0";
colors[2] = "1.0 0.36 0.26 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeSparksEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 12;
velocityVariance = 6.75;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "GrenadeSparks";
};
//----------------------------------------------------
// Explosion
//----------------------------------------------------
datablock ExplosionData(GrenadeExplosion)
{
soundProfile = GrenadeExplosionSound;
faceViewer = true;
explosionScale = "0.8 0.8 0.8";
debris = GrenadeDebris;
debrisThetaMin = 10;
debrisThetaMax = 50;
debrisNum = 8;
debrisVelocity = 26.0;
debrisVelocityVariance = 7.0;
emitter[0] = GrenadeDustEmitter;
emitter[1] = GExplosionSmokeEmitter;
emitter[2] = GrenadeSparksEmitter;
shakeCamera = true;
camShakeFreq = "10.0 6.0 9.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock GrenadeProjectileData(BasicGrenade)
{
projectileShapeName = "grenade_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.34; //was 0.40
damageRadius = 15.0;
radiusDamageType = $DamageType::Grenade;
kickBackStrength = 1500;
bubbleEmitTime = 1.0;
sound = GrenadeProjectileSound;
explosion = "GrenadeExplosion";
underwaterExplosion = "UnderwaterGrenadeExplosion";
velInheritFactor = 0.85; // z0dd - ZOD, 3/30/02. Was 0.5
splash = GrenadeSplash;
baseEmitter = GrenadeSmokeEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.30; // z0dd - ZOD, 9/13/02. Was 0.35
grenadeFriction = 0.2;
armingDelayMS = 650; // z0dd - ZOD, 9/13/02. Was 1000
muzzleVelocity = 75.00; // z0dd - ZOD, 3/30/02. GL projectile is faster. Was 47.00
//Chocotaco, drag was added back cuz if the grenade is fired under water the effect wont change from bubbles to smoke.
drag = 0.001; // z0dd - ZOD, 3/30/02. No drag.
gravityMod = 1.9; // z0dd - ZOD, 5/18/02. Make GL projectile heavier, less floaty
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(GrenadeLauncherAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_grenade.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some grenade launcher ammo";
computeCRC = true;
emap = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(GrenadeLauncher)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = GrenadeLauncherImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a grenade launcher";
computeCRC = true;
};
datablock ShapeBaseImageData(GrenadeLauncherImage)
{
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = GrenadeLauncher;
ammo = GrenadeLauncherAmmo;
offset = "0 0 0";
emap = true;
projectile = BasicGrenade;
projectileType = GrenadeProjectile;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = GrenadeSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = GrenadeFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = GrenadeReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = GrenadeDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};