mirror of
https://github.com/ChocoTaco1/TacoServer.git
synced 2026-01-19 16:14:44 +00:00
648 lines
18 KiB
C#
648 lines
18 KiB
C#
//----------------------------------------------------------------------------
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// Item Datablocks
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// image = Name of mounted image datablock
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// onUse(%this,%object)
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// Item Image Datablocks
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// item = Name of item inventory datablock
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// ShapeBase Datablocks
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// max[Item] = Maximum amount that can be caried
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// ShapeBase Objects
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// inv[Item] = Count of item in inventory
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//----------------------------------------------------------------------------
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$TestCheats = 0;
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function serverCmdUse(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
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%client.getControlObject().use(%data);
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}
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function serverCmdThrow(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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//-----------------------------------------------------------------------
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// z0dd - ZOD, 4/18/02. Let one keybind handle all grenade types.
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if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
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{
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if(%data $= Grenade)
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{
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// figure out which grenade type you're using
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for(%x = 0; $InvGrenade[%x] !$= ""; %x++)
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{
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if(%client.getControlObject().inv[$NameToInv[$InvGrenade[%x]]] > 0)
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{
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%data = $NameToInv[$InvGrenade[%x]];
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break;
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}
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}
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%client.getControlObject().throw(%data);
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}
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else if(%data $= Mine)
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{
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for(%x = 0; $InvMine[%x] !$= ""; %x++)
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{
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if(%client.getControlObject().inv[$NameToInv[$InvMine[%x]]] > 0)
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{
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%data = $NameToInv[$InvMine[%x]];
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break;
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}
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}
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%client.getControlObject().throw(%data);
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}
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else if(%data $= "Ammo")
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{
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%weapon = %client.getControlObject().getMountedImage($WeaponSlot);
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if(%weapon !$= "")
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{
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if(%weapon.ammo !$= "")
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%client.getControlObject().throw(%weapon.ammo);
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else
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return;
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}
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}
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else
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%client.getControlObject().throw(%data);
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}
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}
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function serverCmdThrowWeapon(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
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%client.getControlObject().throwWeapon();
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}
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function serverCmdThrowPack(%client,%data)
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{
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if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
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%client.getControlObject().throwPack();
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}
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function serverCmdTogglePack(%client,%data)
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{
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// this function is apparently never called
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%client.getControlObject().togglePack();
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}
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function serverCmdThrowFlag(%client)
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{
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//Game.playerDroppedFlag(%client.player);
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Game.dropFlag(%client.player);
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}
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function serverCmdSelectWeaponSlot( %client, %data )
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{
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if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
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%client.getControlObject().selectWeaponSlot( %data );
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}
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function serverCmdCycleWeapon( %client, %data )
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{
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if(isObject(%client.player)) // z0dd - ZOD, 5/18/03. Console spam fix
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%client.getControlObject().cycleWeapon( %data );
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}
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function serverCmdStartThrowCount(%client, %data)
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{
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%client.player.throwStart = getSimTime();
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}
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$maxThrowStr = 2.2; // z0dd - ZOD, 8/6/02. New throw str features
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function serverCmdEndThrowCount(%client, %data)
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{
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if(%client.player.throwStart == 0)
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return;
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// ---------------------------------------------------------------
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// z0dd - ZOD, 8/6/02. New throw str features
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%throwStrength = (getSimTime() - %client.player.throwStart) / 150;
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if(%throwStrength > $maxThrowStr)
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%throwStrength = $maxThrowStr;
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else if(%throwStrength < 0.5)
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%throwStrength = 0.5;
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// ---------------------------------------------------------------
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%throwScale = %throwStrength / 2;
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%client.player.throwStrength = %throwScale;
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%client.player.throwStart = 0;
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}
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// --------------------------------------------------------------------
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// z0dd - ZOD, 9/27/02. No buildup power. Rewrote function
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function serverCmdthrowMaxEnd(%client, %data)
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{
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%client.player.throwStrength = $maxThrowStr / 2;
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}
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// --------------------------------------------------------------------
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function ShapeBase::throwWeapon(%this)
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{
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if(Game.shapeThrowWeapon(%this)) {
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%image = %this.getMountedImage($WeaponSlot);
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%this.throw(%image.item);
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%this.client.setWeaponsHudItem(%image.item, 0, 0);
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}
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}
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function ShapeBase::throwPack(%this)
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{
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if(isObject(%this)) // z0dd - ZOD, 5/18/03. Console spam fix
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{
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%image = %this.getMountedImage($BackpackSlot);
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%this.throw(%image.item);
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%this.client.setBackpackHudItem(%image.item, 0);
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}
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}
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function ShapeBase::throw(%this,%data)
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{
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if(!isObject(%data))
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return false;
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if (%this.inv[%data.getName()] > 0) {
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// save off the ammo count on this item
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if( %this.getInventory( %data ) < $AmmoIncrement[%data.getName()] )
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%data.ammoStore = %this.getInventory( %data );
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else
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%data.ammoStore = $AmmoIncrement[%data.getName()];
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// Throw item first...
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%this.throwItem(%data);
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if($AmmoIncrement[%data.getName()] !$= "")
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%this.decInventory(%data,$AmmoIncrement[%data.getName()]);
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else
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%this.decInventory(%data,1);
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return true;
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}
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return false;
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}
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function ShapeBase::use(%this, %data)
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{
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//if(%data.class $= "Weapon") {
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// error("ShapeBase::use " @ %data);
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//}
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if(isObject(%this) && %data !$= "") // z0dd - ZOD, 5/18/03. Console spam fix
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{
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if(%data $= Grenade)
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{
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// figure out which grenade type you're using
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for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
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if(%this.inv[$NameToInv[$InvGrenade[%x]]] > 0)
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{
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%data = $NameToInv[$InvGrenade[%x]];
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break;
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}
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}
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}
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else if(%data $= Mine) // z0dd - ZOD, 5/18/03. For more mine types
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{
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// figure out which mine type you're using
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for(%m = 0; $InvMine[%m] !$= ""; %m++) {
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if(%this.inv[$NameToInv[$InvMine[%m]]] > 0)
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{
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%data = $NameToInv[$InvMine[%m]];
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break;
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}
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}
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}
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else if(%data $= "Backpack") {
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%pack = %this.getMountedImage($BackpackSlot);
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// if you don't have a pack but have placed a satchel charge, detonate it
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if(!%pack && (%this.thrownChargeId > 0) && %this.thrownChargeId.armed )
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{
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%this.playAudio( 0, SatchelChargeExplosionSound );
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schedule( 600, %this, "detonateSatchelCharge", %this ); // z0dd - ZOD, 8/24/02. Time after pressing fire that satchel blows. Was 800
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return true;
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}
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return false;
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}
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else if(%data $= Beacon)
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{
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%data.onUse(%this);
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if (%this.inv[%data.getName()] > 0)
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return true;
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}
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// default case
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if (%this.inv[%data.getName()] > 0) {
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%data.onUse(%this);
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return true;
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}
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return false;
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}
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}
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function ShapeBase::pickup(%this,%obj,%amount)
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{
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%data = %obj.getDatablock();
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%delta = %this.incInventory(%data,%amount);
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if (%delta)
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%data.onPickup(%obj,%this,%delta);
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return %delta;
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}
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function ShapeBase::hasInventory(%this, %data)
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{
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// changed because it was preventing weapons cycling correctly (MES)
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return (%this.inv[%data] > 0);
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}
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function ShapeBase::maxInventory(%this, %data)
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{
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//error("ShapeBase::maxInventory( " @ %this.client.nameBase @ ", " @ %data @ " )");
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if(isObject(%data)) // z0dd - ZOD, 5/18/03. Console spam fix
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{
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if($TestCheats)
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return 999;
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else
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return %this.getDatablock().max[%data.getName()];
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}
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}
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function ShapeBase::incInventory(%this, %data, %amount)
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{
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if(isObject(%data)) // z0dd - ZOD, 5/18/03. Console spam fix
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{
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%max = %this.maxInventory(%data);
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%cv = %this.inv[%data.getName()];
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if (%cv < %max) {
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if (%cv + %amount > %max)
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%amount = %max - %cv;
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%this.setInventory(%data,%cv + %amount);
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%data.incCatagory(%this); // Inc the players weapon count
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return %amount;
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}
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return 0;
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}
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}
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function ShapeBase::decInventory(%this,%data,%amount)
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{
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%name = %data.getName();
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%cv = %this.inv[%name];
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if (%cv > 0) {
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if (%cv < %amount)
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%amount = %cv;
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%this.setInventory(%data,%cv - %amount, true);
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%data.decCatagory(%this); // Dec the players weapon count
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return %amount;
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}
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return 0;
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}
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function SimObject::decCatagory(%this)
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{
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//function was added to reduce console err msg spam
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}
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function SimObject::incCatagory(%this)
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{
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//function was added to reduce console err msg spam
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}
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function ShapeBase::setInventory(%this,%data,%value,%force)
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{
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if (!isObject(%data))
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return;
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%name = %data.getName();
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if (%value < 0)
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%value = 0;
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else
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{
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if (!%force)
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{
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// Impose inventory limits
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%max = %this.maxInventory(%data);
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if (%value > %max)
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%value = %max;
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}
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}
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if (%this.inv[%name] != %value)
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{
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%this.inv[%name] = %value;
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%data.onInventory(%this,%value);
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if ( %data.className $= "Weapon" )
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{
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if ( %this.weaponSlotCount $= "" )
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%this.weaponSlotCount = 0;
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%cur = -1;
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for ( %slot = 0; %slot < %this.weaponSlotCount; %slot++ )
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{
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if ( %this.weaponSlot[%slot] $= %name )
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{
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%cur = %slot;
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break;
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}
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}
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if ( %cur == -1 )
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{
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// Put this weapon in the next weapon slot:
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if ( %this.weaponSlot[%this.weaponSlotCount - 1] $= "TargetingLaser" )
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{
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%this.weaponSlot[%this.weaponSlotCount - 1] = %name;
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%this.weaponSlot[%this.weaponSlotCount] = "TargetingLaser";
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}
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else
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%this.weaponSlot[%this.weaponSlotCount] = %name;
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%this.weaponSlotCount++;
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}
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else
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{
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// Remove the weapon from the weapon slot:
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for ( %i = %cur; %i < %this.weaponSlotCount - 1; %i++ )
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%this.weaponSlot[%i] = %this.weaponSlot[%i + 1];
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%this.weaponSlot[%i] = "";
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%this.weaponSlotCount--;
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}
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}
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%this.getDataBlock().onInventory(%data,%value);
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}
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return %value;
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}
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function ShapeBase::getInventory(%this,%data)
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{
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if ( isObject( %data ) )
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return( %this.inv[%data.getName()] );
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else
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return( 0 );
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}
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// z0dd - ZOD, 9/13/02. Streamlined.
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function ShapeBase::hasAmmo( %this, %weapon )
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{
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if(%weapon $= LaserRifle)
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return( %this.getInventory( EnergyPack ) );
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if (%weapon.image.ammo $= "")
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{
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if (%weapon $= TargetingLaser)
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{
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return( false );
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}
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else
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{
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return( true );
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}
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}
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else
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{
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return( %this.getInventory( %weapon.image.ammo ) > 0 );
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}
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}
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function SimObject::onInventory(%this, %obj)
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{
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//function was added to reduce console error msg spam
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}
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function ShapeBase::throwItem(%this,%data)
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{
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%item = new Item() {
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dataBlock = %data;
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rotation = "0 0 1 " @ (getRandom() * 360);
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};
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%item.ammoStore = %data.ammoStore;
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MissionCleanup.add(%item);
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%this.throwObject(%item);
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}
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function ShapeBase::throwObject(%this,%obj)
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{
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//------------------------------------------------------------------
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// z0dd - ZOD, 4/15/02. Allow respawn switching during tourney wait.
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if(!$MatchStarted)
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return;
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//------------------------------------------------------------------
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// z0dd - ZOD, 5/26/02. Remove anti-hover so flag can be thrown properly
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if(%obj.getDataBlock().getName() $= "Flag")
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{
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%obj.static = false;
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// z0dd - ZOD - SquirrelOfDeath, 10/02/02. Hack for flag collision bug.
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if(Game.Class $= CTFGame || Game.Class $= PracticeCTFGame || Game.Class $= SCtFGame || Game.Class $= LCTFGame)
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%obj.searchSchedule = Game.schedule(10, "startFlagCollisionSearch", %obj);
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}
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//------------------------------------------------------------------
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%srcCorpse = (%this.getState() $= "Dead"); // z0dd - ZOD, 4/14/02. Flag tossed from corpse
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//if the object is being thrown by a corpse, use a random vector
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if (%srcCorpse && %obj.getDataBlock().getName() !$= "Flag") // z0dd - ZOD, 4/14/02. Except for flags..
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{
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%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
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%vec = vectorScale(%vec, 10);
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}
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else // else Initial vel based on the dir the player is looking
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{
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%eye = %this.getEyeVector();
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%vec = vectorScale(%eye, 20);
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}
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// Add a vertical component to give the item a better arc
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%dot = vectorDot("0 0 1",%eye);
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if (%dot < 0)
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%dot = -%dot;
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%vec = vectorAdd(%vec,vectorScale("0 0 12",1 - %dot)); // z0dd - ZOD, 9/10/02. 10 was 8
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// Add player's velocity
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%vec = vectorAdd(%vec,%this.getVelocity());
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%pos = getBoxCenter(%this.getWorldBox());
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//since flags have a huge mass (so when you shoot them, they don't bounce too far)
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//we need to up the %vec so that you can still throw them...
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if (%obj.getDataBlock().getName() $= "Flag")
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{
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%vec = vectorScale(%vec, (%srcCorpse ? 40 : 75)); // z0dd - ZOD, 4/14/02. Throw flag force. Value was 40
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// ------------------------------------------------------------
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// z0dd - ZOD, 9/27/02. Delay on grabbing flag after tossing it
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%this.flagTossWait = true;
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%this.schedule(1000, resetFlagTossWait);
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// ------------------------------------------------------------
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// From AntiLou
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// Delay on calculating stats
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%this.flagStatsWait = true;
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%this.schedule(5000, resetFlagStatsWait);
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// ------------------------------------------------------------
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}
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// Do stuff
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%obj.setCollisionTimeout(%this);
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%obj.setTransform(%pos);
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%obj.applyImpulse(%pos,%vec);
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%data = %obj.getDatablock();
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%data.onThrow(%obj,%this);
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//call the AI hook
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AIThrowObject(%obj);
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}
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// From AntiLou
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// Player::resetFlagStatsWait(%this)
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// Info: Delay on calculating the stats
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function Player::resetFlagStatsWait(%this)
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{
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%this.flagStatsWait = false;
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}
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function ShapeBase::clearInventory(%this)
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{
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// z0dd - ZOD, 5/18/03. Auto cleanup of weapons and ammo. Streamline
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for(%i = 0; %i < $WeaponsHudCount; %i++)
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{
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%this.setInventory($WeaponsHudData[%i, itemDataName], 0);
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if($WeaponsHudData[%i, ammoDataName] !$= "")
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%this.setInventory($WeaponsHudData[%i, ammoDataName], 0);
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}
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for(%i = 0; $InvGrenade[%i] !$= ""; %i++)
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%this.setInventory($NameToInv[$InvGrenade[%i]], 0);
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for(%i = 0; $InvMine[%i] !$= ""; %i++)
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%this.setInventory($NameToInv[$InvMine[%i]], 0);
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%this.setInventory(RepairKit, 0);
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%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);
|
|
}
|
|
}
|