TribesReplay/base/scripts/weapTurretCode.cs
Robert MacGregor 669c607190 v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.

VCR Mode
===================================
The VCR Mode has been implemented.

F3 starts recording.  F4 stops the current recording.  Multiple recordings can be made from the same mission.

Other controls can be used while playing back a recording. They include:

   -- ESCAPE will stop the playback
   -- TAB will pop up the playback controls window in the upper part of the screen
   -- SPACEBAR will pause/unpause the playback
   -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
   -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)

***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.

Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.

"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".

NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".

World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.

Teams now use skins for CTF games relative to the planet - as follows:
Terrain 	Team 1 		Team 2
Ice  		Starwolf 	Blood Eagle
Lush  		Blood Eagle 	Diamond Sword
Badlands 	Starwolf 	Diamond Sword
Desert  	Phoenix 	Blood Eagle
Lava  		Diamond Sword 	Phoenix

If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true;  in serverPrefs.cs

if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2  and
$Host::TeamSkin1 and $Host::TeamSkin2  also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.

NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.

Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.

NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)

Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".

CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20  [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill:  manned: 10  automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)]  15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object			Destroy				Repair
Generator		10				8
Sensor			4				1
Base Turret		5				4
Inv Station		2				2
Vehicle Station		5				4
Solar Panel		5				4
Sentry Turret		4				2
Deployed sensor		1				0
Deployed inv station	2				0
Deployed turret		3				3
Shrike			5
Bomber			8
Havoc			5
Wildcat			5
Tank			8
MPB			12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle

Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.

Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.

Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.

EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)

IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.

Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.

Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.

Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.

Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.

Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.

Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.

Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.

Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).

Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.

Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).

Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.

Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.

OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").

Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.

Air Drag
===================================
Air Drag has been reduced making the game feel "faster".

Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.

Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.

"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.

<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00

911 lines
27 KiB
C#

//-------------------------------------- Ammo functions
function Ammo::onCollision(%data, %obj, %col)
{
// %data = datablock of object; %obj = object number
// %col = thing that collided with object (hopefully a player)
if (%col.getDataBlock().className $= Armor)
{
%ammoName = %data.getName();
%ammoStore = %col.inv[%ammoName];
// if player has ammo pack, increase max amount of ammo
if(%col.getMountedImage($BackpackSlot) != 0)
{
if(%col.getMountedImage($BackpackSlot).getName() $= "AmmoPackImage")
%aMax = (%col.getDataBlock().max[%ammoName]) + AmmoPack.max[%ammoName];
else
%aMax = %col.getDataBlock().max[%ammoName];
}
else
%aMax = %col.getDataBlock().max[%ammoName];
if(%col.inv[%ammoName] < %aMax)
{
if( %obj.ammoStore $= "" )
%obj.ammoStore = $AmmoIncrement[ %ammoName ];
%col.incInventory(%ammoName, %obj.ammoStore);
serverPlay3D(ItemPickupSound, %col.getTransform());
%obj.respawn();
if (%col.client > 0)
messageClient(%col.client, 'MsgItemPickup', '\c0You picked up %1.', %data.pickUpName);
}
}
}
function GrenadeThrown::onCollision(%data, %obj, %col)
{
// nothing you can do now...
}
function HandInventory::onCollision(%data, %obj, %col)
{
// %data = datablock of object; %obj = object number
// %col = thing that collided with object (hopefully a player)
if (%col.getDataBlock().className $= Armor)
{
%ammoName = %data.getName();
%ammoStore = %col.inv[%ammoName];
// if player has ammo pack, increase max amount of ammo
if(%col.getMountedImage($BackpackSlot) != 0)
{
if(%col.getMountedImage($BackpackSlot).getName() $= "AmmoPackImage")
%aMax = (%col.getDataBlock().max[%ammoName]) + AmmoPack.max[%ammoName];
else
%aMax = %col.getDataBlock().max[%ammoName];
}
else
%aMax = %col.getDataBlock().max[%ammoName];
if(%data.isGrenade)
{
// it's a grenade -- see if it matches the type the player is carrying
%pgType = "None";
for(%x = 0; $InvGrenade[%x] !$= ""; %x++)
{
%gren = $NameToInv[$InvGrenade[%x]];
if(%col.inv[%gren] > 0)
{
%pgType = %gren;
break;
}
}
if((%pgType $= "None") || (%pgType $= %ammoName))
{
// player either has no grenades or this type of grenades -- OK to pick up more
%canPickup = true;
}
else
{
// player has a different kind of grenade -- don't pick this kind up
%canPickup = false;
}
}
else
%canPickup = true;
if(%canPickup)
{
if(%col.inv[%ammoName] < %aMax)
{
%col.incInventory(%ammoName, $AmmoIncrement[%ammoName]);
serverPlay3D(ItemPickupSound, %col.getTransform());
%obj.respawn();
if (%col.client > 0)
messageClient(%col.client, 'MsgItemPickup', '\c0You picked up %1.', %data.pickUpName);
}
}
}
}
//-------------------------------------- Specific turret functions
function SentryTurret::onAdd(%data, %obj)
{
Parent::onAdd(%data, %obj);
//error("error");
%obj.mountImage(%data.barrel, 0, true);
}
function TurretDeployedCamera::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.mountImage(DeployableCameraBarrel, 0, true);
%obj.setRechargeRate(%this.rechargeRate);
}
function TurretDeployedCamera::onDestroyed(%this, %obj, %prevState)
{
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, DeployedCamera]--;
// doesn't seem to delete itself, so...
%obj.schedule(500, "delete");
}
function ScoutFlyer::onTrigger(%data, %obj, %trigger, %state)
{
// data = ScoutFlyer datablock
// obj = ScoutFlyer object number
// trigger = 0 for "fire", 1 for "jump", 3 for "thrust"
// state = 1 for firing, 0 for not firing
if(%trigger == 0)
{
switch (%state) {
case 0:
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
case 1:
%obj.fireWeapon = true;
if(%obj.nextWeaponFire == 2) {
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(3, false);
}
else {
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, true);
}
}
}
}
function ScoutFlyer::playerDismounted(%data, %obj, %player)
{
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
setTargetSensorGroup(%obj.getTarget(), %obj.team);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, true );
}
function ScoutChaingunImage::onFire(%data,%obj,%slot)
{
// obj = ScoutFlyer object number
// slot = 2
Parent::onFire(%data,%obj,%slot);
%obj.nextWeaponFire = 3;
schedule(%data.fireTimeout, 0, "fireNextGun", %obj);
}
function ScoutChaingunPairImage::onFire(%data,%obj,%slot)
{
// obj = ScoutFlyer object number
// slot = 3
Parent::onFire(%data,%obj,%slot);
%obj.nextWeaponFire = 2;
schedule(%data.fireTimeout, 0, "fireNextGun", %obj);
}
function fireNextGun(%obj)
{
if(%obj.fireWeapon)
{
if(%obj.nextWeaponFire == 2)
{
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(3, false);
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, true);
}
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
}
}
function ScoutChaingunImage::onTriggerDown(%this, %obj, %slot)
{
}
function ScoutChaingunImage::onTriggerUp(%this, %obj, %slot)
{
}
function ScoutChaingunImage::onMount(%this, %obj, %slot)
{
// %obj.setImageAmmo(%slot,true);
}
function ScoutChaingunPairImage::onMount(%this, %obj, %slot)
{
// %obj.setImageAmmo(%slot,true);
}
function ScoutChaingunImage::onUnmount(%this,%obj,%slot)
{
}
function ScoutChaingunPairImage::onUnmount(%this,%obj,%slot)
{
}
function BomberTurret::onDamage(%data, %obj)
{
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}
function BomberTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
//If vehicle turret is hit then apply damage to the vehicle
%vehicle = %targetObject.getObjectMount();
if(%vehicle)
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}
function VehicleTurret::onEndSequence(%data, %obj, %thread)
{
if($DeployThread == %thread)
%obj.stopThread($DeployThread);
}
function BomberTurret::onTrigger(%data, %obj, %trigger, %state)
{
//error("onTrigger: trigger = " @ %trigger @ ", state = " @ %state);
//error("obj = " @ %obj @ ", class " @ %obj.getClassName());
switch (%trigger)
{
case 0:
%obj.fireTrigger = %state;
if(%obj.selectedWeapon == 1)
{
%obj.setImageTrigger(4, false);
if(%obj.getImageTrigger(6))
{
%obj.setImageTrigger(6, false);
ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
}
if(%state)
%obj.setImageTrigger(2, true);
else
%obj.setImageTrigger(2, false);
}
else if(%obj.selectedWeapon == 2)
{
%obj.setImageTrigger(2, false);
if(%obj.getImageTrigger(6))
{
%obj.setImageTrigger(6, false);
ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
}
if(%state)
%obj.setImageTrigger(4, true);
else
%obj.setImageTrigger(4, false);
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, false);
if(%state)
%obj.setImageTrigger(6, true);
else
{
%obj.setImageTrigger(6, false);
BomberTargetingImage::deconstruct(%obj.getMountedImage(6), %obj);
}
}
case 2:
if(%state)
{
%obj.getDataBlock().playerDismount(%obj);
}
}
}
function BomberTurret::playerDismount(%data, %obj)
{
//Passenger Exiting
%obj.fireTrigger = 0;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, false);
if(%obj.getImageTrigger(6))
{
%obj.setImageTrigger(6, false);
ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
}
%client = %obj.getControllingClient();
%client.player.isBomber = false;
commandToClient(%client, 'endBomberSight');
// %client.player.setControlObject(%client.player);
%client.player.mountVehicle = false;
// %client.player.getDataBlock().doDismount(%client.player);
if(%client.player.getState() !$= "Dead")
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
setTargetSensorGroup(%obj.getTarget(), 0);
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
}
//function BomberTurret::getHudNum(%data, %num)
//{
// if(%num == 1)
// return 0;
// else
// return 4;
//}
function AIAimingTurretBarrel::onFire(%this,%obj,%slot)
{
}
function BomberBombImage::onUnmount(%this,%obj,%slot)
{
}
function BomberBombPairImage::onUnmount(%this,%obj,%slot)
{
}
function BomberTurretBarrel::firePair(%this, %obj, %slot)
{
%obj.setImageTrigger( 3, true);
}
function BomberTurretBarrelPair::stopFire(%this, %obj, %slot)
{
%obj.setImageTrigger( 3, false);
}
function BomberTurretBarrelPair::onMount(%this, %obj, %slot)
{
// %obj.setImageAmmo(%slot,true);
}
function BomberTurretBarrel::onMount(%this, %obj, %slot)
{
// %obj.setImageAmmo(%slot,true);
}
function BomberBombImage::firePair(%this, %obj, %slot)
{
%obj.setImageTrigger( 5, true);
}
function BomberBombPairImage::stopFire(%this, %obj, %slot)
{
%obj.setImageTrigger( 5, false);
}
function BomberBombPairImage::onMount(%this, %obj, %slot)
{
// %obj.setImageAmmo(%slot,true);
}
function BomberBombImage::onMount(%this, %obj, %slot)
{
}
function BomberBombImage::onUnmount(%this,%obj,%slot)
{
}
function BomberBombPairImage::onUnmount(%this,%obj,%slot)
{
}
function MobileTurretBase::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
setTargetSensorGroup(%obj.target, %obj.team);
setTargetNeverVisMask(%obj.target, 0xffffffff);
}
function MobileTurretBase::onDamage(%data, %obj)
{
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}
function MobileTurretBase::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
//If vehicle turret is hit then apply damage to the vehicle
%vehicle = %targetObject.getObjectMount();
if(%vehicle)
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}
function MobileTurretBase::onEndSequence(%data, %obj, %thread)
{
//Used so that the parent wont be called..
}
function AssaultPlasmaTurret::onDamage(%data, %obj)
{
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}
function AssaultPlasmaTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
//If vehicle turret is hit then apply damage to the vehicle
%vehicle = %targetObject.getObjectMount();
if(%vehicle)
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}
function AssaultPlasmaTurret::onTrigger(%data, %obj, %trigger, %state)
{
switch (%trigger) {
case 0:
%obj.fireTrigger = %state;
if(%obj.selectedWeapon == 1)
{
%obj.setImageTrigger(4, false);
if(%state)
%obj.setImageTrigger(2, true);
else
%obj.setImageTrigger(2, false);
}
else
{
%obj.setImageTrigger(2, false);
if(%state)
%obj.setImageTrigger(4, true);
else
%obj.setImageTrigger(4, false);
}
case 2:
if(%state)
{
%obj.getDataBlock().playerDismount(%obj);
}
}
}
function AssaultPlasmaTurret::playerDismount(%data, %obj)
{
//Passenger Exiting
%obj.fireTrigger = 0;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, false);
%client = %obj.getControllingClient();
// %client.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
setTargetSensorGroup(%obj.getTarget(), 0);
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
// %client.player.getDataBlock().doDismount(%client.player);
}
//function AssaultPlasmaTurret::getHudNum(%data, %num)
//{
// if(%num == 1)
// return 1;
// else
// return 3;
//}
// ------------------------------------------
// camera functions
// ------------------------------------------
$CameraDeployTime = 1000;
$CameraDeployCheckMax = 6;
$CameraMinVelocity = 0.1;
function CameraGrenadeThrown::onThrow(%this, %gren)
{
// schedule a check to see if the camera is at rest but not deployed
%gren.checkCount = 0;
%gren.velocCheck = %this.schedule($CameraDeployTime, "checkCameraDeploy", %gren);
}
function CameraGrenadeThrown::onStickyCollision(%data, %obj)
{
cancel(%obj.velocCheck);
%pos = %obj.getLastStickyPos();
%norm = %obj.getLastStickyNormal();
%intAngle = getTerrainAngle(%norm); // staticShape.cs
%rotAxis = vectorNormalize(vectorCross(%norm, "0 0 1"));
if (getWord(%norm, 2) == 1 || getWord(%norm, 2) == -1)
%rotAxis = vectorNormalize(vectorCross(%norm, "0 1 0"));
%rotation = %rotAxis @ " " @ %intAngle;
%dcSucc = activateCamera(%pos, %rotation, %obj.sourceObject, %obj.sourceObject.team);
if(%dcSucc == 0)
messageClient(%obj.sourceObject.client, 'MsgDeployFailed', '\c2Your team\'s control network has reached its capacity for this item.~wfx/misc/misc.error.wav');
%obj.schedule(50,"delete");
}
function CameraGrenadeThrown::checkCameraDeploy(%this, %gren)
{
%gren.checkCount++;
if(VectorLen(%gren.getVelocity()) < $CameraMinVelocity)
{
// camera has come to rest but not deployed -- probably on a staticshape (station, gen, etc)
// no resolution, so get rid of it
%gren.schedule(50, "delete");
}
else if(%gren.checkCount >= $CameraDeployCheckMax)
{
// camera's still moving but it's been check several times -- it was thrown from too great
// a height or off the edge of the world -- delete it
%gren.schedule(50, "delete");
}
else
{
// check back in a little while
%gren.velocCheck = %this.schedule($CameraDeployTime, "checkCameraDeploy", %gren);
}
}
function activateCamera(%position, %rotation, %sourceObj, %team)
{
if($TeamDeployedCount[%team, DeployedCamera] >= $TeamDeployableMax[DeployedCamera])
{
// team has too many cameras deployed already, don't deploy this one
return 0;
}
%dCam = new Turret()
{
dataBlock = "TurretDeployedCamera";
team = %team;
needsNoPower = true;
owner = %sourceObj.client;
ownerHandle = %sourceObj.client.handle;
position = %position;
rotation = %rotation;
};
addToDeployGroup(%dCam);
if(%dCam.getTarget() != -1)
setTargetSensorGroup(%dCam.getTarget(), %team);
%dCam.playAudio($DeploySound, CameraGrenadeAttachSound);
%dCam.deploy();
%dCam.playThread($AmbientThread, "ambient");
// increment team's deployed count for cameras
$TeamDeployedCount[%team, DeployedCamera]++;
return 1;
}
function FlareGrenade::onUse(%this, %obj)
{
// a stripped-down version of HandInventory::onUse from weapons.cs
if(Game.handInvOnUse(%data, %obj)) {
%obj.decInventory(%this, 1);
%p = new FlareProjectile() {
dataBlock = FlareGrenadeProj;
initialDirection = %obj.getEyeVector();
initialPosition = getBoxCenter(%obj.getWorldBox());
sourceObject = %obj;
sourceSlot = 0;
};
FlareSet.add(%p);
MissionCleanup.add(%p);
serverPlay3D(GrenadeThrowSound, getBoxCenter(%obj.getWorldBox()));
%p.schedule(6000, "delete");
// miscellaneous grenade-throwing cleanup stuff
%obj.lastThrowTime[%data] = getSimTime();
%obj.throwStrength = 0;
}
}
// uncomment when explosion type can be set from script (dont want underwater explosion here)
//function grenadeOnEnterLiquid(%data, %obj, %coverage, %type, %flash)
//{
// // 4: Lava
// // 5: Hot Lava
// // 6: Crusty Lava
// if(%type >=4 && %type <= 6)
// {
// if(%obj.getDamageState() !$= "Destroyed")
// {
// cancel(%obj.detThread);
// if(%flash)
// detonateFlashGrenade(%obj);
// else
// detonateGrenade(%obj);
// return(true);
// }
// }
//
// // flash grenades do not ignore quicksand
// if((%type == 7) && !%flash)
// return(true);
//
// return(false);
//}
function GrenadeThrown::onThrow(%this, %gren)
{
AIGrenadeThrown(%gren);
%gren.detThread = schedule(1500, %gren, "detonateGrenade", %gren);
}
//function GrenadeThrown::onEnterLiquid(%data, %obj, %coverage, %type)
//{
// if(!grenadeOnEnterLiquid(%data, %obj, %coverage, %type, false))
// Parent::onEnterLiquid(%data, %obj, %coverage, %type);
//}
function ConcussionGrenadeThrown::onThrow(%this, %gren)
{
AIGrenadeThrown(%gren);
%gren.detThread = schedule(2000, %gren, "detonateGrenade", %gren);
}
//function ConcussionGrenadeThrown::onEnterLiquid(%data, %obj, %coverage, %type)
//{
// if(!grenadeOnEnterLiquid(%data, %obj, %coverage, %type, false))
// Parent::onEnterLiquid(%data, %obj, %coverage, %type);
//}
function detonateGrenade(%obj)
{
%obj.setDamageState(Destroyed);
%data = %obj.getDataBlock();
RadiusExplosion( %obj, %obj.getPosition(), %data.damageRadius, %data.indirectDamage,
%data.kickBackStrength, %obj.sourceObject, %data.radiusDamageType);
%obj.schedule(500,"delete");
}
function FlashGrenadeThrown::onThrow(%this, %gren)
{
%gren.detThread = schedule(2000, %gren, "detonateFlashGrenade", %gren);
}
//function FlashGrenadeThrown::onEnterLiquid(%data, %obj, %coverage, %type)
//{
// if(!grenadeOnEnterLiquid(%data, %obj, %coverage, %type, true))
// Parent::onEnterLiquid(%data, %obj, %coverage, %type);
//}
function detonateFlashGrenade(%hg)
{
%maxWhiteout = %hg.getDataBlock().maxWhiteout;
%thrower = %hg.sourceObject.client;
%hg.setDamageState(Destroyed);
%hgt = %hg.getTransform();
%plX = firstword(%hgt);
%plY = getWord(%hgt, 1);
%plZ = getWord(%hgt, 2);
%pos = %plX @ " " @ %plY @ " " @ %plZ;
//all this stuff below ripped from projectiles.cs
InitContainerRadiusSearch(%pos, 100.0, $TypeMasks::PlayerObjectType |
$TypeMasks::TurretObjectType);
while ((%damage = containerSearchNext()) != 0)
{
%dist = containerSearchCurrDist();
%eyeXF = %damage.getEyeTransform();
%epX = firstword(%eyeXF);
%epY = getWord(%eyeXF, 1);
%epZ = getWord(%eyeXF, 2);
%eyePos = %epX @ " " @ %epY @ " " @ %epZ;
%eyeVec = %damage.getEyeVector();
// Make sure we can see the thing...
if (ContainerRayCast(%eyePos, %pos, $TypeMasks::TerrainObjectType |
$TypeMasks::InteriorObjectType |
$TypeMasks::StaticObjectType, %damage) !$= "0")
{
continue;
}
%distFactor = 1.0;
if (%dist >= 100)
%distFactor = 0.0;
else if (%dist >= 20) {
%distFactor = 1.0 - ((%dist - 20.0) / 80.0);
}
%dif = VectorNormalize(VectorSub(%pos, %eyePos));
%dot = VectorDot(%eyeVec, %dif);
%difAcos = mRadToDeg(mAcos(%dot));
%dotFactor = 1.0;
if (%difAcos > 60)
%dotFactor = ((1.0 - ((%difAcos - 60.0) / 120.0)) * 0.2) + 0.3;
else if (%difAcos > 45)
%dotFactor = ((1.0 - ((%difAcos - 45.0) / 15.0)) * 0.5) + 0.5;
%totalFactor = %dotFactor * %distFactor;
%prevWhiteOut = %damage.getWhiteOut();
if(!%prevWhiteOut)
if(!$teamDamage)
{
if(%damage.client != %thrower && %damage.client.team == %thrower.team)
messageClient(%damage.client, 'teamWhiteOut', '\c1You were hit by %1\'s whiteout grenade.', getTaggedString(%thrower.name));
}
%whiteoutVal = %prevWhiteOut + %totalFactor;
if(%whiteoutVal > %maxWhiteout)
{
//error("whitout at max");
%whiteoutVal = %maxWhiteout;
}
%damage.setWhiteOut( %whiteoutVal );
}
%hg.schedule( 500, "delete" );
}
// ----------------------------------------------
// mine functions
// ----------------------------------------------
function MineDeployed::onThrow(%this, %mine, %thrower)
{
%mine.armed = false;
%mine.damaged = 0;
%mine.detonated = false;
%mine.depCount = 0;
%mine.theClient = %thrower.client;
schedule(1500, %mine, "deployMineCheck", %mine, %thrower);
}
function deployMineCheck(%mineObj, %player)
{
if(%mineObj.depCount > %mineObj.getDatablock().maxDepCount)
explodeMine(%mineObj, true);
// wait until the mine comes to rest
if(%mineObj.getVelocity() $= "0 0 0")
{
// 2-second delay before mine is armed -- let deploy thread play out etc.
schedule(%mineObj.getDatablock().armTime, %mineObj, "armDeployedMine", %mineObj);
// check for other deployed mines in the vicinity
InitContainerRadiusSearch(%mineObj.getWorldBoxCenter(), %mineObj.getDatablock().spacing, $TypeMasks::ItemObjectType);
while((%itemObj = containerSearchNext()) != 0)
{
if(%itemObj == %mineObj)
continue;
%ioType = %itemObj.getDatablock().getName();
if(%ioType $= "MineDeployed")
schedule(100, %mineObj, "explodeMine", %mineObj, true);
else
continue;
}
// play "deploy" thread
%mineObj.playThread(0, "deploy");
serverPlay3D(MineDeploySound, %mineObj.getTransform());
%mineTeam = %mineObj.sourceObject.team;
$TeamDeployedCount[%mineTeam, MineDeployed]++;
if($TeamDeployedCount[%mineTeam, MineDeployed] > $TeamDeployableMax[MineDeployed])
{
messageClient( %player.client, '', 'Maximum allowable mines deployed.' );
schedule(100, %mineObj, "explodeMine", %mineObj, true);
}
else
{
//start the thread that keeps checking for objects near the mine...
mineCheckVicinity(%mineObj);
//let the AI know *after* it's come to rest...
AIDeployMine(%mineObj);
//let the game know there's a deployed mine
Game.notifyMineDeployed(%mineObj);
}
}
else
{
//schedule this deploy check again a little later
%mineObj.depCount++;
schedule(500, %mineObj, "deployMineCheck", %mineObj, %player);
}
}
function armDeployedMine(%mine)
{
%mine.armed = true;
}
function mineCheckVicinity(%mine)
{
// this function is called after the mine has been deployed. It will check the
// immediate area around the mine (2.5 meters at present) for players or vehicles
// passing by, and detonate if any are found. This is to extend the range of the
// mine so players don't have to collide with them to set them off.
// don't bother to check if mine isn't armed yet
if(%mine.armed)
// don't keep checking if mine is already detonating
if(!%mine.boom)
{
// the actual check for objects in the area
%mineLoc = %mine.getWorldBoxCenter();
%masks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType;
%detonateRange = %mine.getDatablock().proximity;
InitContainerRadiusSearch(%mineLoc, %detonateRange, %masks);
while((%tgt = containerSearchNext()) != 0)
{
%mine.detonated = true;
schedule(50, %mine, "explodeMine", %mine, false);
break;
}
}
// if nothing set off the mine, schedule another check
if(!%mine.detonated)
schedule(300, %mine, "mineCheckVicinity", %mine);
}
function MineDeployed::onCollision(%data, %obj, %col)
{
// don't detonate if mine isn't armed yet
if(!%obj.armed)
return;
// don't detonate if mine is already detonating
if(%obj.boom)
return;
//check to see what it is that collided with the mine
%struck = %col.getClassName();
if(%struck $= "Player" || %struck $= "WheeledVehicle" || %struck $= "FlyingVehicle")
{
//error("Mine detonated due to collision with #"@%col@" ("@%struck@"); armed = "@%obj.armed);
explodeMine(%obj, false);
}
}
function explodeMine(%mo, %noDamage)
{
%mo.noDamage = %noDamage;
%mo.setDamageState(Destroyed);
}
function MineDeployed::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
{
if(!%targetObject.armed)
return;
if(%targetObject.boom)
return;
%targetObject.damaged += %amount;
if(%targetObject.damaged >= %data.maxDamage)
{
%targetObject.setDamageState(Destroyed);
}
}
function MineDeployed::onDestroyed(%data, %obj, %lastState)
{
%obj.boom = true;
%mineTeam = %obj.team;
$TeamDeployedCount[%mineTeam, MineDeployed]--;
// %noDamage is a boolean flag -- don't want to set off all other mines in
// vicinity if there's a "mine overload", so apply no damage/impulse if true
if(!%obj.noDamage)
RadiusExplosion(%obj, %obj.getPosition(), %data.damageRadius, %data.indirectDamage,
%data.kickBackStrength, %obj.sourceObject, %data.radiusDamageType);
%obj.schedule(600, "delete");
}