mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
901 lines
27 KiB
C#
901 lines
27 KiB
C#
//-------------------------------------- Ammo functions
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function Ammo::onCollision(%data, %obj, %col)
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{
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// %data = datablock of object; %obj = object number
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// %col = thing that collided with object (hopefully a player)
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if (%col.getDataBlock().className $= Armor)
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{
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%ammoName = %data.getName();
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%ammoStore = %col.inv[%ammoName];
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// if player has ammo pack, increase max amount of ammo
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if(%col.getMountedImage($BackpackSlot) != 0)
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{
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if(%col.getMountedImage($BackpackSlot).getName() $= "AmmoPackImage")
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%aMax = (%col.getDataBlock().max[%ammoName]) + AmmoPack.max[%ammoName];
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else
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%aMax = %col.getDataBlock().max[%ammoName];
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}
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else
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%aMax = %col.getDataBlock().max[%ammoName];
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if(%col.inv[%ammoName] < %aMax)
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{
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if( %obj.ammoStore $= "" )
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%obj.ammoStore = $AmmoIncrement[ %ammoName ];
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%col.incInventory(%ammoName, %obj.ammoStore);
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serverPlay3D(ItemPickupSound, %col.getTransform());
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%obj.respawn();
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if (%col.client > 0)
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messageClient(%col.client, 'MsgItemPickup', '\c0You picked up %1.', %data.pickUpName);
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}
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}
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}
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function GrenadeThrown::onCollision(%data, %obj, %col)
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{
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// nothing you can do now...
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}
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function HandInventory::onCollision(%data, %obj, %col)
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{
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// %data = datablock of object; %obj = object number
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// %col = thing that collided with object (hopefully a player)
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if (%col.getDataBlock().className $= Armor)
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{
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%ammoName = %data.getName();
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%ammoStore = %col.inv[%ammoName];
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// if player has ammo pack, increase max amount of ammo
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if(%col.getMountedImage($BackpackSlot) != 0)
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{
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if(%col.getMountedImage($BackpackSlot).getName() $= "AmmoPackImage")
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%aMax = (%col.getDataBlock().max[%ammoName]) + AmmoPack.max[%ammoName];
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else
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%aMax = %col.getDataBlock().max[%ammoName];
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}
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else
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%aMax = %col.getDataBlock().max[%ammoName];
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if(%data.isGrenade)
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{
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// it's a grenade -- see if it matches the type the player is carrying
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%pgType = "None";
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for(%x = 0; $InvGrenade[%x] !$= ""; %x++)
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{
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%gren = $NameToInv[$InvGrenade[%x]];
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if(%col.inv[%gren] > 0)
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{
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%pgType = %gren;
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break;
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}
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}
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if((%pgType $= "None") || (%pgType $= %ammoName))
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{
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// player either has no grenades or this type of grenades -- OK to pick up more
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%canPickup = true;
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}
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else
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{
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// player has a different kind of grenade -- don't pick this kind up
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%canPickup = false;
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}
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}
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else
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%canPickup = true;
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if(%canPickup)
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{
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if(%col.inv[%ammoName] < %aMax)
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{
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%col.incInventory(%ammoName, $AmmoIncrement[%ammoName]);
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serverPlay3D(ItemPickupSound, %col.getTransform());
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%obj.respawn();
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if (%col.client > 0)
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messageClient(%col.client, 'MsgItemPickup', '\c0You picked up %1.', %data.pickUpName);
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}
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}
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}
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}
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//-------------------------------------- Specific turret functions
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function SentryTurret::onAdd(%data, %obj)
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{
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Parent::onAdd(%data, %obj);
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//error("error");
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%obj.mountImage(%data.barrel, 0, true);
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}
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function TurretDeployedCamera::onAdd(%this, %obj)
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{
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Parent::onAdd(%this, %obj);
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%obj.mountImage(DeployableCameraBarrel, 0, true);
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%obj.setRechargeRate(%this.rechargeRate);
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}
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function TurretDeployedCamera::onDestroyed(%this, %obj, %prevState)
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{
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Parent::onDestroyed(%this, %obj, %prevState);
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$TeamDeployedCount[%obj.team, DeployedCamera]--;
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// doesn't seem to delete itself, so...
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%obj.schedule(500, "delete");
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}
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function ScoutFlyer::onTrigger(%data, %obj, %trigger, %state)
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{
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// data = ScoutFlyer datablock
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// obj = ScoutFlyer object number
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// trigger = 0 for "fire", 1 for "jump", 3 for "thrust"
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// state = 1 for firing, 0 for not firing
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if(%trigger == 0)
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{
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switch (%state) {
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case 0:
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%obj.fireWeapon = false;
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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case 1:
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%obj.fireWeapon = true;
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if(%obj.nextWeaponFire == 2) {
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%obj.setImageTrigger(2, true);
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%obj.setImageTrigger(3, false);
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}
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else {
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, true);
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}
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}
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}
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}
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function ScoutFlyer::playerDismounted(%data, %obj, %player)
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{
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%obj.fireWeapon = false;
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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setTargetSensorGroup(%obj.getTarget(), %obj.team);
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, true );
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}
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function ScoutChaingunImage::onFire(%data,%obj,%slot)
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{
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// obj = ScoutFlyer object number
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// slot = 2
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Parent::onFire(%data,%obj,%slot);
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%obj.nextWeaponFire = 3;
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schedule(%data.fireTimeout, 0, "fireNextGun", %obj);
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}
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function ScoutChaingunPairImage::onFire(%data,%obj,%slot)
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{
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// obj = ScoutFlyer object number
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// slot = 3
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Parent::onFire(%data,%obj,%slot);
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%obj.nextWeaponFire = 2;
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schedule(%data.fireTimeout, 0, "fireNextGun", %obj);
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}
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function fireNextGun(%obj)
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{
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if(%obj.fireWeapon)
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{
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if(%obj.nextWeaponFire == 2)
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{
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%obj.setImageTrigger(2, true);
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%obj.setImageTrigger(3, false);
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}
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else
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{
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, true);
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}
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}
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else
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{
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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}
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}
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function ScoutChaingunImage::onTriggerDown(%this, %obj, %slot)
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{
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}
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function ScoutChaingunImage::onTriggerUp(%this, %obj, %slot)
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{
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}
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function ScoutChaingunImage::onMount(%this, %obj, %slot)
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{
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// %obj.setImageAmmo(%slot,true);
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}
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function ScoutChaingunPairImage::onMount(%this, %obj, %slot)
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{
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// %obj.setImageAmmo(%slot,true);
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}
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function ScoutChaingunImage::onUnmount(%this,%obj,%slot)
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{
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}
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function ScoutChaingunPairImage::onUnmount(%this,%obj,%slot)
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{
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}
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function BomberTurret::onDamage(%data, %obj)
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{
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%newDamageVal = %obj.getDamageLevel();
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if(%obj.lastDamageVal !$= "")
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if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
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%obj.getObjectMount().setDamageLevel(%newDamageVal);
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%obj.lastDamageVal = %newDamageVal;
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}
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function BomberTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
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{
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//If vehicle turret is hit then apply damage to the vehicle
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%vehicle = %targetObject.getObjectMount();
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if(%vehicle)
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%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
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}
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function VehicleTurret::onEndSequence(%data, %obj, %thread)
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{
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if($DeployThread == %thread)
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%obj.stopThread($DeployThread);
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}
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function BomberTurret::onTrigger(%data, %obj, %trigger, %state)
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{
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//error("onTrigger: trigger = " @ %trigger @ ", state = " @ %state);
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//error("obj = " @ %obj @ ", class " @ %obj.getClassName());
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switch (%trigger)
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{
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case 0:
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%obj.fireTrigger = %state;
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if(%obj.selectedWeapon == 1)
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{
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%obj.setImageTrigger(4, false);
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if(%obj.getImageTrigger(6))
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{
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%obj.setImageTrigger(6, false);
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ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
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}
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if(%state)
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%obj.setImageTrigger(2, true);
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else
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%obj.setImageTrigger(2, false);
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}
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else if(%obj.selectedWeapon == 2)
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{
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%obj.setImageTrigger(2, false);
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if(%obj.getImageTrigger(6))
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{
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%obj.setImageTrigger(6, false);
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ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
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}
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if(%state)
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%obj.setImageTrigger(4, true);
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else
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%obj.setImageTrigger(4, false);
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}
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else
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{
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(4, false);
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if(%state)
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%obj.setImageTrigger(6, true);
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else
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{
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%obj.setImageTrigger(6, false);
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BomberTargetingImage::deconstruct(%obj.getMountedImage(6), %obj);
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}
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}
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case 2:
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if(%state)
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{
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%obj.getDataBlock().playerDismount(%obj);
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}
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}
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}
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function BomberTurret::playerDismount(%data, %obj)
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{
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//Passenger Exiting
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%obj.fireTrigger = 0;
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(4, false);
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if(%obj.getImageTrigger(6))
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{
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%obj.setImageTrigger(6, false);
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ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj);
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}
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%client = %obj.getControllingClient();
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%client.player.isBomber = false;
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commandToClient(%client, 'endBomberSight');
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// %client.player.setControlObject(%client.player);
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%client.player.mountVehicle = false;
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// %client.player.getDataBlock().doDismount(%client.player);
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if(%client.player.getState() !$= "Dead")
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%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
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setTargetSensorGroup(%obj.getTarget(), 0);
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setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
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}
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//function BomberTurret::getHudNum(%data, %num)
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//{
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// if(%num == 1)
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// return 0;
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// else
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// return 4;
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//}
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function AIAimingTurretBarrel::onFire(%this,%obj,%slot)
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{
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}
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function BomberBombImage::onUnmount(%this,%obj,%slot)
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{
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}
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function BomberBombPairImage::onUnmount(%this,%obj,%slot)
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{
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}
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function BomberTurretBarrel::firePair(%this, %obj, %slot)
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{
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%obj.setImageTrigger( 3, true);
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}
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function BomberTurretBarrelPair::stopFire(%this, %obj, %slot)
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{
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%obj.setImageTrigger( 3, false);
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}
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function BomberTurretBarrelPair::onMount(%this, %obj, %slot)
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{
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// %obj.setImageAmmo(%slot,true);
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}
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function BomberTurretBarrel::onMount(%this, %obj, %slot)
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{
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// %obj.setImageAmmo(%slot,true);
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}
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function BomberBombImage::firePair(%this, %obj, %slot)
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{
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%obj.setImageTrigger( 5, true);
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}
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function BomberBombPairImage::stopFire(%this, %obj, %slot)
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{
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%obj.setImageTrigger( 5, false);
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}
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function BomberBombPairImage::onMount(%this, %obj, %slot)
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{
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// %obj.setImageAmmo(%slot,true);
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}
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function BomberBombImage::onMount(%this, %obj, %slot)
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{
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}
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function BomberBombImage::onUnmount(%this,%obj,%slot)
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{
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}
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function BomberBombPairImage::onUnmount(%this,%obj,%slot)
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{
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}
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function MobileTurretBase::onAdd(%this, %obj)
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{
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Parent::onAdd(%this, %obj);
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setTargetSensorGroup(%obj.target, %obj.team);
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setTargetNeverVisMask(%obj.target, 0xffffffff);
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}
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function MobileTurretBase::onDamage(%data, %obj)
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{
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%newDamageVal = %obj.getDamageLevel();
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if(%obj.lastDamageVal !$= "")
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if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
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%obj.getObjectMount().setDamageLevel(%newDamageVal);
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%obj.lastDamageVal = %newDamageVal;
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}
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function MobileTurretBase::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
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{
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//If vehicle turret is hit then apply damage to the vehicle
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%vehicle = %targetObject.getObjectMount();
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if(%vehicle)
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%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
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}
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function MobileTurretBase::onEndSequence(%data, %obj, %thread)
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{
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//Used so that the parent wont be called..
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}
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function AssaultPlasmaTurret::onDamage(%data, %obj)
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{
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%newDamageVal = %obj.getDamageLevel();
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if(%obj.lastDamageVal !$= "")
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if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
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%obj.getObjectMount().setDamageLevel(%newDamageVal);
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%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)
|
|
{
|
|
%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)
|
|
{
|
|
error("checking for message");
|
|
if(%damage.client != %thrower && %damage.client.team == %thrower.team)
|
|
messageClient(%damage.client, 'teamWhiteOut', '\c1You were hit by %1\'s whiteout grenade.', getTaggedString(%thrower.name));
|
|
}
|
|
|
|
%damage.setWhiteOut( %prevWhiteOut + %totalFactor);
|
|
}
|
|
%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");
|
|
} |