TribesReplay/base/scripts/packs/cloakingpack.cs
2017-07-17 22:51:48 -04:00

155 lines
4.2 KiB
C#

// ------------------------------------------------------------------
// CLOAKING PACK
//
// When activated, this pack cloaks the user from all visual detection
// by other players and cameras. This is a local effect only (someone standing
// next to the cloaked player will still be visible). Motion sensors will
// still detect a (moving) cloaked player.
//
// When not activated, the pack creates a localized passive sensor dampening
// field. The user will not be visible to any non-motion-detecting sensor.
//
//Only light armors may equip with this item.
datablock AudioProfile(CloakingPackActivateSound)
{
filename = "fx/packs/cloak_on.wav";
description = CloseLooping3d;
preload = true;
};
datablock ShapeBaseImageData(CloakingPackImage)
{
shapeFile = "pack_upgrade_cloaking.dts";
item = CloakingPack;
mountPoint = 1;
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = CloakingPackActivateSound;
stateEnergyDrain[1] = 12;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(CloakingPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_cloaking.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "CloakingPackImage";
pickUpName = "a cloaking pack";
computeCRC = true;
};
function CloakingPackImage::onMount(%data, %obj, %node)
{
// player is sensor-invisible while wearing pack (except to motion sensors)
%obj.setPassiveJammed(true);
}
function CloakingPackImage::onUnmount(%data, %obj, %node)
{
%obj.setPassiveJammed(false);
%obj.setCloaked(false);
%obj.setImageTrigger(%node, false);
}
// make player completely invisible to all players/sensors (except motion)
function CloakingPackImage::onActivate(%data, %obj, %slot)
{
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
if(%obj.client.armor $= "Light")
{
// can the player currently cloak (function returns "true" or reason for failure)?
if(%obj.canCloak() $= "true")
{
messageClient(%obj.client, 'MsgCloakingPackOn', '\c2Cloaking pack on.');
%obj.setCloaked(true);
}
else
{
// notify player that they cannot cloak
messageClient(%obj.client, 'MsgCloakingPackFailed', '\c2Jamming field prevents cloaking.');
%obj.setImageTrigger(%slot, false);
}
}
else
{
// hopefully avoid some loopholes
messageClient(%obj.client, 'MsgCloakingPackInvalid', '\c2Cloaking available for light armors only.');
%obj.setImageTrigger(%slot, false);
}
}
function CloakingPackImage::onDeactivate(%data, %obj, %slot)
{
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
// if pack is not on then dont bother...
if(%obj.getImageState($BackpackSlot) $= "activate")
messageClient(%obj.client, 'MsgCloakingPackOff', '\c2Cloaking pack off.');
%obj.setCloaked(false);
%obj.setImageTrigger(%slot, false);
}
function CloakingPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
function ShapeBaseData::onForceUncloak(%this, %obj, %reason)
{
// dummy
}
function Armor::onForceUncloak(%this, %obj, %reason)
{
%pack = %obj.getMountedImage($BackpackSlot);
if((%pack <= 0) || (%pack.item !$= "CloakingPack"))
return;
if(%obj.getImageState($BackpackSlot) $= "activate")
{
// cancel recloak thread
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
messageClient(%obj.client, 'MsgCloakingPackOff', '\c2Cloaking pack off. Jammed.');
%obj.setCloaked(false);
%obj.setImageTrigger($BackpackSlot, false);
}
}