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// MidAir Detection Replacement
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// For CTF, LCTF, DM
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// Script By: DarkTiger
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// v1.0
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//
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$MADR::Minimum = 10;
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//Replacing Classic Midair Hit Detection
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//
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//function ProjectileData::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal)
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//{
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// if(!isObject(%targetObject) && !isObject(%projectile.sourceObject))
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// return;
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// if(!(%targetObject.getType() & ($TypeMasks::StaticTSObjectType | $TypeMasks::InteriorObjectType |
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// $TypeMasks::TerrainObjectType | $TypeMasks::WaterObjectType)))
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// {
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// if(%projectile.sourceObject.team !$= %targetObject.team)
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// {
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// if(%targetObject.getDataBlock().getClassName() $= "PlayerData" && %data.getName() $= "DiscProjectile")
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// {
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// %mask = $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
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// %start = %targetObject.getWorldBoxCenter();
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// %distance = mFloor(VectorDist(%start, %projectile.initialPosition));
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// %end = getWord(%start, 0) SPC getWord(%start, 1) SPC getWord(%start, 2) - 15;
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// %grounded = ContainerRayCast(%start, %end, %mask, 0);
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// if(!%grounded)
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// {
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// %projectile.sourceObject.client.scoreMidAir++;
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// messageClient(%projectile.sourceObject.client, 'MsgMidAir', '\c0You received a %1 point bonus for a successful mid air shot.~wfx/misc/bounty_bonus.wav', Game.SCORE_PER_MIDAIR, %data.radiusDamageType, %distance);
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// messageTeamExcept(%projectile.sourceObject.client, 'MsgMidAir', '\c5%1 hit a mid air shot.', %projectile.sourceObject.client.name, %data.radiusDamageType, %distance);
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// Game.recalcScore(%projectile.sourceObject.client);
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// }
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// }
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// }
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// Parent::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal);
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// }
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//}
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package midAirMsg
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{
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function detonateGrenade(%obj) // from lakRabbitGame.cs for grenade tracking
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{
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%obj.maNade = 1;
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$maObjExplode = %obj;
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parent::detonateGrenade(%obj);
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}
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function ProjectileData::onExplode(%data, %proj, %pos, %mod)
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{
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%cl = %proj.sourceObject.client;
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if(isObject(%cl))
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%cl.expData = %data TAB %proj.initialPosition TAB %pos;
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parent::onExplode(%data, %proj, %pos, %mod);
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}
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function DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc)
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{
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if(%game.class $= "CTFGame" || %game.class $= "DMGame" || %game.class $= "SCtFGame") // did it this way so dont have to copy paste 3 fucntions
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{
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if(isObject(%clVictim.player) && isObject(%clAttacker.player))
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{
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if(%clVictim != %clAttacker && %clVictim.team != %clAttacker.team)
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{
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%dist = vectorDist(%clAttacker.player.getPosition(), %clVictim.player.getPosition());
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switch$(%damageType)
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{
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//case $DamageType::Blaster:
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//if(maRayTestDis(%clVictim.player) >= $MADR::Minimum)
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//maMessage(%clAttacker,"Blaster",%dist);
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case $DamageType::Plasma:
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if(maRayTestDis(%clVictim.player) >= $MADR::Minimum && maDirect(%clAttacker))
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maMessage(%clAttacker,"Plasma Rifle",%dist);
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case $DamageType::Disc:
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if(maRayTestDis(%clVictim.player) >= $MADR::Minimum && maDirect(%clAttacker))
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maMessage(%clAttacker,"Spinfusor",%dist);
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case $DamageType::Grenade:
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if($dtObjExplode.dtNade)
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{//for hand genades method out of lakRabbit
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//if(maRayTestDis(%clVictim.player) >= $MADR::Minimum)
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//maMessage(%clAttacker,"Hand Grenade",%dist);
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}
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else //Grenade Launcher
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{
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if(maRayTestDis(%clVictim.player) >= $MADR::Minimum && maDirect(%clAttacker))
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maMessage(%clAttacker,"Grenade Launcher",%dist);
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}
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//case $DamageType::Laser:
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//if(maRayTestDis(%clVictim.player) >= $MADR::Minimum)
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//maMessage(%clAttacker,"Laser Rifle",%dist);
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case $DamageType::Mortar:
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if(maRayTestDis(%clVictim.player) >= $MADR::Minimum && maDirect(%clAttacker))
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maMessage(%clAttacker,"Fusion Mortar",%dist);
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//case $DamageType::ShockLance:
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//if(maRayTestDis(%clVictim.player) >= $MADR::Minimum)
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//maMessage(%clAttacker,"ShockLance",%dist);
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//case $DamageType::Mine:
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//if(maRayTestDis(%clVictim.player) >= $MADR::Minimum)
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//maMessage(%clAttacker,"Mine",%dist);
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}
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}
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}
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}
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parent::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc);
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}
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};
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// Prevent package from being activated if it is already
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if(!isActivePackage(midAirMsg))
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activatePackage(midAirMsg);
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function maDirect(%client)// tests for direct hit with aoe weapons
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{
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%field = %client.expData;
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%data = getField(%field,0); %sPos = getField(%field,1); %ePos = getField(%field,2);
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if(%data.hasDamageRadius)
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{
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%mask = $TypeMasks::PlayerObjectType;
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%vec = vectorNormalize(vectorSub(%ePos,%sPos));
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%ray = containerRayCast(%ePos, VectorAdd(%ePos, VectorScale(VectorNormalize(%vec), 5)), %mask, -1);
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if(%ray)
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return 1;
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}
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return 0;
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}
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function maRayTestDis(%targetObject)// tests for height of target
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{
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%mask = $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType;
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%rayStart = %targetObject.getWorldBoxCenter();
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%rayEnd = VectorAdd(%rayStart,"0 0" SPC -5000);
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%ray = ContainerRayCast(%rayStart, %rayEnd, %mask, %targetObject);
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if(%ray)
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return vectorDist(%rayStart,getWords(%ray,1,3)) - 1.15;
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return 0;
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}
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function maMessage(%client,%porjName,%distance)// Send message
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{
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%client.scoreMidAir++;
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messageClient(%client, 'MsgMidAir', '\c0You received a %1 point bonus for a successful mid air shot. [%2m, %3]~wfx/misc/bounty_bonus.wav', Game.SCORE_PER_MIDAIR, mFloor(%distance), %porjName);
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messageTeamExcept(%client, 'MsgMidAir', '\c5%1 hit a mid air shot. [%2m, %3]', %client.name, mFloor(%distance), %porjName);
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Game.recalcScore(%client);
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}
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