mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
567 lines
15 KiB
C#
567 lines
15 KiB
C#
//----------------------------------------------------------------------------
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// Item Datablocks
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// image = Name of mounted image datablock
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// onUse(%this,%object)
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// Item Image Datablocks
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// item = Name of item inventory datablock
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// ShapeBase Datablocks
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// max[Item] = Maximum amount that can be caried
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// ShapeBase Objects
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// inv[Item] = Count of item in inventory
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//----------------------------------------------------------------------------
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$TestCheats = 0;
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function serverCmdUse(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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// else if(%data $= Mine)
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// {
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// for(%x = 0; $InvMine[%x] !$= ""; %x++)
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// {
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// echo("MINE INV: ",$NameToInv[$InvMine[%x]]);
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// if(%client.player.inv[$NameToInv[$InvMine[%x]]])
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// {
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// echo("MINE INV FOUND: ",$NameToInv[$InvMine[%x]]);
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// %data = $NameToInv[$InvMine[%x]];
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// break;
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// }
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// }
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// }
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%client.getControlObject().use(%data);
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}
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function serverCmdThrow(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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%client.getControlObject().throw(%data);
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}
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function serverCmdThrowWeapon(%client,%data)
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{
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// Item names from the client must converted
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// into DataBlocks
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// %data = ItemDataBlock[%item];
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%client.getControlObject().throwWeapon();
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}
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function serverCmdThrowPack(%client,%data)
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{
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%client.getControlObject().throwPack();
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}
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function serverCmdTogglePack(%client,%data)
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{
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// this function is apparently never called
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%client.getControlObject().togglePack();
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}
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function serverCmdThrowFlag(%client)
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{
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//Game.playerDroppedFlag(%client.player);
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Game.dropFlag(%client.player);
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}
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function serverCmdSelectWeaponSlot( %client, %data )
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{
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%client.getControlObject().selectWeaponSlot( %data );
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}
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function serverCmdCycleWeapon( %client, %data )
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{
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%client.getControlObject().cycleWeapon( %data );
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}
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function serverCmdStartThrowCount(%client, %data)
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{
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%client.player.throwStart = getSimTime();
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}
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function serverCmdEndThrowCount(%client, %data)
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{
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if(%client.player.throwStart == 0)
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return;
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// throwStrength will be how many seconds the key was held
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%throwStrength = (getSimTime() - %client.player.throwStart) / 300;
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// trim the time to fit between 0.5 and 1.5
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if(%throwStrength > 1.5)
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%throwStrength = 1.5;
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else if(%throwStrength < 0.5)
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%throwStrength = 0.5;
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%throwScale = %throwStrength / 2;
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%client.player.throwStrength = %throwScale;
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%client.player.throwStart = 0;
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}
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//----------------------------------------------------------------------------
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function ShapeBase::throwWeapon(%this)
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{
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if(Game.shapeThrowWeapon(%this)) {
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%image = %this.getMountedImage($WeaponSlot);
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%this.throw(%image.item);
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%this.client.setWeaponsHudItem(%image.item, 0, 0);
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}
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}
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function ShapeBase::throwPack(%this)
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{
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%image = %this.getMountedImage($BackpackSlot);
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%this.throw(%image.item);
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%this.client.setBackpackHudItem(%image.item, 0);
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}
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function ShapeBase::throw(%this,%data)
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{
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if (%this.inv[%data.getName()] > 0) {
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// Throw item first...
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%this.throwItem(%data);
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if($AmmoIncrement[%data.getName()] !$= "")
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%this.decInventory(%data,$AmmoIncrement[%data.getName()]);
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else
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%this.decInventory(%data,1);
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return true;
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}
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return false;
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}
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function ShapeBase::use(%this, %data)
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{
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//if(%data.class $= "Weapon") {
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// error("ShapeBase::use " @ %data);
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//}
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if(%data $= Grenade)
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{
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// figure out which grenade type you're using
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for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
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if(%this.inv[$NameToInv[$InvGrenade[%x]]] > 0)
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{
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%data = $NameToInv[$InvGrenade[%x]];
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break;
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}
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}
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}
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else if(%data $= "Backpack") {
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%pack = %this.getMountedImage($BackpackSlot);
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// if you don't have a pack but have placed a satchel charge, detonate it
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if(!%pack && (%this.thrownChargeId > 0) && %this.thrownChargeId.armed )
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{
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%this.playAudio( 0, SatchelChargeExplosionSound );
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schedule( 800, %this, "detonateSatchelCharge", %this );
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return true;
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}
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return false;
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}
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else if(%data $= Beacon)
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{
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%data.onUse(%this);
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if (%this.inv[%data.getName()] > 0)
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return true;
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}
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// default case
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if (%this.inv[%data.getName()] > 0) {
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%data.onUse(%this);
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return true;
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}
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return false;
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}
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function ShapeBase::pickup(%this,%obj,%amount)
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{
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%data = %obj.getDatablock();
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%delta = %this.incInventory(%data,%amount);
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if (%delta)
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%data.onPickup(%obj,%this,%delta);
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return %delta;
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}
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function ShapeBase::hasInventory(%this, %data)
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{
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// changed because it was preventing weapons cycling correctly (MES)
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return (%this.inv[%data] > 0);
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}
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function ShapeBase::maxInventory(%this,%data)
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{
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if($TestCheats)
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return 999;
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else
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return %this.getDatablock().max[%data.getName()];
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}
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function ShapeBase::incInventory(%this,%data,%amount)
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{
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%max = %this.maxInventory(%data);
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%cv = %this.inv[%data.getName()];
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if (%cv < %max) {
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if (%cv + %amount > %max)
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%amount = %max - %cv;
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%this.setInventory(%data,%cv + %amount);
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%data.incCatagory(%this); // Inc the players weapon count
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return %amount;
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}
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return 0;
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}
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function ShapeBase::decInventory(%this,%data,%amount)
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{
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%name = %data.getName();
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%cv = %this.inv[%name];
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if (%cv > 0) {
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if (%cv < %amount)
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%amount = %cv;
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%this.setInventory(%data,%cv - %amount, true);
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%data.decCatagory(%this); // Dec the players weapon count
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return %amount;
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}
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return 0;
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}
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function SimObject::decCatagory(%this)
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{
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//function was added to reduce console err msg spam
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}
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function SimObject::incCatagory(%this)
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{
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//function was added to reduce console err msg spam
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}
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function ShapeBase::setInventory(%this,%data,%value,%force)
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{
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%name = %data.getName();
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if (%value < 0)
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%value = 0;
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else
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{
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if (!%force)
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{
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// Impose inventory limits
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%max = %this.maxInventory(%data);
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if (%value > %max)
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%value = %max;
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}
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}
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if (%this.inv[%name] != %value)
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{
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%this.inv[%name] = %value;
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%data.onInventory(%this,%value);
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if ( %data.className $= "Weapon" )
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{
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if ( %this.weaponSlotCount $= "" )
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%this.weaponSlotCount = 0;
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%cur = -1;
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for ( %slot = 0; %slot < %this.weaponSlotCount; %slot++ )
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{
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if ( %this.weaponSlot[%slot] $= %name )
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{
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%cur = %slot;
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break;
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}
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}
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if ( %cur == -1 )
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{
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// Put this weapon in the next weapon slot:
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if ( %this.weaponSlot[%this.weaponSlotCount - 1] $= "TargetingLaser" )
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{
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%this.weaponSlot[%this.weaponSlotCount - 1] = %name;
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%this.weaponSlot[%this.weaponSlotCount] = "TargetingLaser";
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}
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else
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%this.weaponSlot[%this.weaponSlotCount] = %name;
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%this.weaponSlotCount++;
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}
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else
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{
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// Remove the weapon from the weapon slot:
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for ( %i = %cur; %i < %this.weaponSlotCount - 1; %i++ )
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%this.weaponSlot[%i] = %this.weaponSlot[%i + 1];
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%this.weaponSlot[%i] = "";
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%this.weaponSlotCount--;
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}
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}
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%this.getDataBlock().onInventory(%data,%value);
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}
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return %value;
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}
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function ShapeBase::getInventory(%this,%data)
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{
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if ( isObject( %data ) )
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return( %this.inv[%data.getName()] );
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else
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return( 0 );
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}
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function ShapeBase::hasAmmo( %this, %weapon )
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{
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switch$ ( %weapon )
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{
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case Blaster:
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return( true );
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case Plasma:
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return( %this.getInventory( PlasmaAmmo ) > 0 );
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case Chaingun:
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return( %this.getInventory( ChaingunAmmo ) > 0 );
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case Disc:
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return( %this.getInventory( DiscAmmo ) > 0 );
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case GrenadeLauncher:
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return( %this.getInventory( GrenadeLauncherAmmo ) > 0 );
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case SniperRifle:
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return( %this.getInventory( EnergyPack ) );
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case ELFGun:
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return( true );
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case Mortar:
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return( %this.getInventory( MortarAmmo ) > 0 );
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case MissileLauncher:
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return( %this.getInventory( MissileLauncherAmmo ) > 0 );
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case ShockLance:
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return( true );
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// This is our kinda hacky way to keep from cycling to the targeting laser:
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case TargetingLaser:
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return( false );
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default:
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warn( "\"" @ %weapon @ "\" is not recognized as a weapon!" );
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return( false );
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}
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}
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function SimObject::onInventory(%this, %obj)
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{
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//function was added to reduce console error msg spam
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}
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function ShapeBase::throwItem(%this,%data)
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{
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%item = new Item() {
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dataBlock = %data;
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rotation = "0 0 1 " @ (getRandom() * 360);
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};
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MissionCleanup.add(%item);
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%this.throwObject(%item);
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}
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function ShapeBase::throwObject(%this,%obj)
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{
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//if the object is being thrown by a corpse, use a random vector
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if (%this.getState() $= "Dead")
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{
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%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
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%vec = vectorScale(%vec, 10);
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}
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// else Initial vel based on the dir the player is looking
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else
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{
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%eye = %this.getEyeVector();
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%vec = vectorScale(%eye, 20);
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}
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// Add a vertical component to give the item a better arc
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%dot = vectorDot("0 0 1",%eye);
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if (%dot < 0)
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%dot = -%dot;
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%vec = vectorAdd(%vec,vectorScale("0 0 8",1 - %dot));
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// Add player's velocity
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%vec = vectorAdd(%vec,%this.getVelocity());
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%pos = getBoxCenter(%this.getWorldBox());
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//since flags have a huge mass (so when you shoot them, they don't bounce too far)
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//we need to up the %vec so that you can still throw them...
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if (%obj.getDataBlock().getName() $= "Flag")
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%vec = vectorScale(%vec, 40);
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//
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%obj.setTransform(%pos);
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%obj.applyImpulse(%pos,%vec);
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%obj.setCollisionTimeout(%this);
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%data = %obj.getDatablock();
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%data.onThrow(%obj,%this);
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//call the AI hook
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AIThrowObject(%obj);
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}
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function ShapeBase::clearInventory(%this)
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{
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%this.setInventory(RepairKit,0);
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%this.setInventory(Mine,0);
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//%this.setInventory(MineAir,0);
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//%this.setInventory(MineLand,0);
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//%this.setInventory(MineSticky,0);
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%this.setInventory(Grenade,0);
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%this.setInventory(FlashGrenade,0);
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%this.setInventory(ConcussionGrenade,0);
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%this.setInventory(FlareGrenade,0);
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%this.setInventory(CameraGrenade, 0);
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%this.setInventory(Blaster,0);
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%this.setInventory(Plasma,0);
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%this.setInventory(Disc,0);
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%this.setInventory(Chaingun, 0);
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%this.setInventory(Mortar, 0);
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%this.setInventory(GrenadeLauncher, 0);
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%this.setInventory(MissileLauncher, 0);
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%this.setInventory(SniperRifle, 0);
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%this.setInventory(TargetingLaser, 0);
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%this.setInventory(ELFGun, 0);
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%this.setInventory(ShockLance, 0);
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%this.setInventory(PlasmaAmmo,0);
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%this.setInventory(ChaingunAmmo, 0);
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%this.setInventory(DiscAmmo, 0);
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%this.setInventory(GrenadeLauncherAmmo, 0);
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%this.setInventory(MissileLauncherAmmo, 0);
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%this.setInventory(MortarAmmo, 0);
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%this.setInventory(Beacon, 0);
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// take away any pack the player has
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%curPack = %this.getMountedImage($BackpackSlot);
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if(%curPack > 0)
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%this.setInventory(%curPack.item, 0);
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}
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//----------------------------------------------------------------------------
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function ShapeBase::cycleWeapon( %this, %data )
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{
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if ( %this.weaponSlotCount == 0 )
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return;
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%slot = -1;
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if ( %this.getMountedImage($WeaponSlot) != 0 )
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{
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%curWeapon = %this.getMountedImage($WeaponSlot).item.getName();
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for ( %i = 0; %i < %this.weaponSlotCount; %i++ )
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{
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//error("curWeaponName == " @ %curWeaponName);
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if ( %curWeapon $= %this.weaponSlot[%i] )
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{
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%slot = %i;
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break;
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}
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}
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}
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if ( %data $= "prev" )
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{
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// Previous weapon...
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if ( %slot == 0 || %slot == -1 )
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{
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%i = %this.weaponSlotCount - 1;
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%slot = 0;
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}
|
|
else
|
|
%i = %slot - 1;
|
|
}
|
|
else
|
|
{
|
|
// Next weapon...
|
|
if ( %slot == ( %this.weaponSlotCount - 1 ) || %slot == -1 )
|
|
{
|
|
%i = 0;
|
|
%slot = ( %this.weaponSlotCount - 1 );
|
|
}
|
|
else
|
|
%i = %slot + 1;
|
|
}
|
|
|
|
%newSlot = -1;
|
|
while ( %i != %slot )
|
|
{
|
|
if ( %this.weaponSlot[%i] !$= ""
|
|
&& %this.hasInventory( %this.weaponSlot[%i] )
|
|
&& %this.hasAmmo( %this.weaponSlot[%i] ) )
|
|
{
|
|
// player has this weapon and it has ammo or doesn't need ammo
|
|
%newSlot = %i;
|
|
break;
|
|
}
|
|
|
|
if ( %data $= "prev" )
|
|
{
|
|
if ( %i == 0 )
|
|
%i = %this.weaponSlotCount - 1;
|
|
else
|
|
%i--;
|
|
}
|
|
else
|
|
{
|
|
if ( %i == ( %this.weaponSlotCount - 1 ) )
|
|
%i = 0;
|
|
else
|
|
%i++;
|
|
}
|
|
}
|
|
|
|
if ( %newSlot != -1 )
|
|
%this.use( %this.weaponSlot[%newSlot] );
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
function ShapeBase::selectWeaponSlot( %this, %data )
|
|
{
|
|
if ( %data < 0 || %data > %this.weaponSlotCount
|
|
|| %this.weaponSlot[%data] $= "" || %this.weaponSlot[%data] $= "TargetingLaser" )
|
|
return;
|
|
|
|
%this.use( %this.weaponSlot[%data] );
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
function serverCmdGiveAll(%client)
|
|
{
|
|
if($TestCheats)
|
|
{
|
|
%player = %client.player;
|
|
%player.setInventory(RepairKit,999);
|
|
%player.setInventory(Mine,999);
|
|
//%player.setInventory(MineAir,999);
|
|
//%player.setInventory(MineLand,999);
|
|
//%player.setInventory(MineSticky,999);
|
|
%player.setInventory(Grenade,999);
|
|
%player.setInventory(FlashGrenade,999);
|
|
%player.setInventory(FlareGrenade,999);
|
|
%player.setInventory(ConcussionGrenade,999);
|
|
%player.setInventory(CameraGrenade, 999);
|
|
%player.setInventory(Blaster,1);
|
|
%player.setInventory(Plasma,1);
|
|
%player.setInventory(Chaingun, 1);
|
|
%player.setInventory(Disc,1);
|
|
%player.setInventory(GrenadeLauncher, 1);
|
|
%player.setInventory(SniperRifle, 1);
|
|
%player.setInventory(ELFGun, 1);
|
|
%player.setInventory(Mortar, 1);
|
|
%player.setInventory(MissileLauncher, 1);
|
|
%player.setInventory(ShockLance, 1);
|
|
%player.setInventory(TargetingLaser, 1);
|
|
%player.setInventory(MissileLauncherAmmo, 999);
|
|
%player.setInventory(GrenadeLauncherAmmo, 999);
|
|
%player.setInventory(MortarAmmo, 999);
|
|
%player.setInventory(PlasmaAmmo,999);
|
|
%player.setInventory(ChaingunAmmo, 999);
|
|
%player.setInventory(DiscAmmo, 999);
|
|
%player.setInventory(Beacon, 999);
|
|
}
|
|
} |