TacoServer/Classic/scripts/autoexec/MidairDetection.cs
2021-07-17 10:46:44 -04:00

152 lines
5.9 KiB
C#
Executable file

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