mirror of
https://github.com/Ragora/TribesReplay.git
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**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
606 lines
21 KiB
C#
606 lines
21 KiB
C#
//--------------------------------------------------------------------------
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// Repair Pack
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// can be used by any armor type
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// when activated, gives user a "repair gun" that can be used to
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// repair a damaged object or player. If there is no target in
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// range for the repair gun, the user is repaired.
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//--------------------------------------------------------------------------
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// Sounds
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datablock AudioProfile(RepairPackActivateSound)
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{
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filename = "fx/packs/packs.repairPackOn.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RepairPackFireSound)
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{
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filename = "fx/packs/repair_use.wav";
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description = CloseLooping3d;
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preload = true;
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};
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//--------------------------------------------------------------------------
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// Projectile
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datablock RepairProjectileData(DefaultRepairBeam)
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{
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sound = RepairPackFireSound;
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beamRange = 10;
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beamWidth = 0.15;
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numSegments = 20;
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texRepeat = 0.20;
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blurFreq = 10.0;
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blurLifetime = 1.0;
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cutoffAngle = 25.0;
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textures[0] = "special/redbump2";
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textures[1] = "special/redflare";
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};
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//-------------------------------------------------------------------------
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// shapebase datablocks
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datablock ShapeBaseImageData(RepairPackImage)
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{
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shapeFile = "pack_upgrade_repair.dts";
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item = RepairPack;
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mountPoint = 1;
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offset = "0 0 0";
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emap = true;
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gun = RepairGunImage;
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stateName[0] = "Idle";
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stateTransitionOnTriggerDown[0] = "Activate";
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stateName[1] = "Activate";
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stateScript[1] = "onActivate";
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stateSequence[1] = "fire";
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stateSound[1] = RepairPackActivateSound;
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stateTransitionOnTriggerUp[1] = "Deactivate";
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stateName[2] = "Deactivate";
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stateScript[2] = "onDeactivate";
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stateTransitionOnTimeout[2] = "Idle";
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};
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datablock ItemData(RepairPack)
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{
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className = Pack;
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catagory = "Packs";
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shapeFile = "pack_upgrade_repair.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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rotate = true;
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image = "RepairPackImage";
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pickUpName = "a repair pack";
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lightOnlyStatic = true;
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lightType = "PulsingLight";
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lightColor = "1 0 0 1";
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lightTime = 1200;
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lightRadius = 4;
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computeCRC = true;
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emap = true;
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};
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//--------------------------------------------------------------------------
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// Repair Gun
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datablock ShapeBaseImageData(RepairGunImage)
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{
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shapeFile = "weapon_repair.dts";
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offset = "0 0 0";
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usesEnergy = true;
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minEnergy = 3;
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cutOffEnergy = 3.1;
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emap = true;
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repairFactorPlayer = 0.002; // <--- attention DaveG!
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repairFactorObject = 0.004; // <--- attention DaveG!
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.25;
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stateName[1] = "ActivateReady";
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stateScript[1] = "onActivateReady";
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stateSpinThread[1] = Stop;
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stateTransitionOnAmmo[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "ActivateReady";
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stateName[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnNoAmmo[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Validate";
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stateName[3] = "Validate";
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stateTransitionOnTimeout[3] = "Validate";
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stateTimeoutValue[3] = 0.2;
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stateEnergyDrain[3] = 3;
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stateSpinThread[3] = SpinUp;
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stateScript[3] = "onValidate";
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stateIgnoreLoadedForReady[3] = true;
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stateTransitionOnLoaded[3] = "Repair";
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stateTransitionOnNoAmmo[3] = "Deactivate";
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stateTransitionOnTriggerUp[3] = "Deactivate";
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stateName[4] = "Repair";
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stateSound[4] = RepairPackFireSound;
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stateScript[4] = "onRepair";
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stateSpinThread[4] = FullSpeed;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "activate";
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stateFire[4] = true;
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stateEnergyDrain[4] = 9;
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stateTimeoutValue[4] = 0.2;
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stateTransitionOnTimeOut[4] = "Repair";
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stateTransitionOnNoAmmo[4] = "Deactivate";
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stateTransitionOnTriggerUp[4] = "Deactivate";
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stateTransitionOnNotLoaded[4] = "Validate";
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stateName[5] = "Deactivate";
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stateScript[5] = "onDeactivate";
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stateSpinThread[5] = SpinDown;
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stateSequence[5] = "activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 0.2;
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stateTransitionOnTimeout[5] = "ActivateReady";
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};
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function RepairPackImage::onUnmount(%data, %obj, %node)
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{
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// dismount the repair gun if the player had it mounted
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// need the extra "if" statement to avoid a console error message
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if(%obj.getMountedImage($WeaponSlot))
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if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
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%obj.unmountImage($WeaponSlot);
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// if the player was repairing something when the pack was thrown, stop repairing it
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if(%obj.repairing != 0)
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stopRepairing(%obj);
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}
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function RepairPackImage::onActivate(%data, %obj, %slot)
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{
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// don't activate the pack if player is piloting a vehicle
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if(%obj.isPilot())
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{
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%obj.setImageTrigger(%slot, false);
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return;
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}
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if(!isObject(%obj.getMountedImage($WeaponSlot)) || %obj.getMountedImage($WeaponSlot).getName() !$= "RepairGunImage")
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{
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messageClient(%obj.client, 'MsgRepairPackOn', '\c2Repair pack activated.');
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// unmount any weapon the player may have been holding
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if(%obj.getMountedImage($WeaponSlot))
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%obj.unmountImage($WeaponSlot);
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// make sure player's arm thread is "look"
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%obj.setArmThread(look);
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// mount the repair gun
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%obj.mountImage(RepairGunImage, $WeaponSlot);
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// clientCmdsetRepairReticle found in hud.cs
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commandToClient(%obj.client, 'setRepairReticle');
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}
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}
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function RepairPackImage::onDeactivate(%data, %obj, %slot)
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{
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//called when the player hits the "pack" key again (toggle)
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%obj.setImageTrigger(%slot, false);
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// if repair gun was mounted, unmount it
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if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
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%obj.unmountImage($WeaponSlot);
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}
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function RepairGunImage::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 RepairGunImage::onUnmount(%this,%obj,%slot)
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{
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// called when player switches to another weapon
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// stop repairing whatever player was repairing
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if(%obj.repairing)
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stopRepairing(%obj);
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%obj.setImageTrigger(%slot, false);
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// "turn off" the repair pack -- player needs to hit the "pack" key to
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// activate the repair gun again
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%obj.setImageTrigger($BackpackSlot, false);
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}
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function RepairGunImage::onActivateReady(%this,%obj,%slot)
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{
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%obj.errMsgSent = false;
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%obj.selfRepairing = false;
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%obj.repairing = 0;
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%obj.setImageLoaded(%slot, false);
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}
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function RepairGunImage::onValidate(%this,%obj,%slot)
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{
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// this = repairgunimage datablock
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// obj = player wielding the repair gun
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// slot = weapon slot
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if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
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{
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stopRepairing(%obj);
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return;
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}
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%repGun = %obj.getMountedImage(%slot);
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// muzVec is the vector coming from the repair gun's "muzzle"
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%muzVec = %obj.getMuzzleVector(%slot);
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// muzNVec = normalized muzVec
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%muzNVec = VectorNormalize(%muzVec);
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%repairRange = DefaultRepairBeam.beamRange;
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// scale muzNVec to the range the repair beam can reach
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%muzScaled = VectorScale(%muzNVec, %repairRange);
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// muzPoint = the actual point of the gun's "muzzle"
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%muzPoint = %obj.getMuzzlePoint(%slot);
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// rangeEnd = muzzle point + length of beam
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%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
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// search for just about anything that can be damaged as well as interiors
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%searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
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$TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType | $TypeMasks::InteriorObjectType;
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// search for objects within the beam's range that fit the masks above
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%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
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// screen out interiors
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if(%scanTarg && !(%scanTarg.getType() & $TypeMasks::InteriorObjectType))
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{
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// a target in range was found
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%repTgt = firstWord(%scanTarg);
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// is the prospective target damaged?
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if(%repTgt.getDamageLevel())
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{
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// yes, it's damaged
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if(%repTgt != %obj.repairing)
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{
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if(isObject(%obj.repairing))
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stopRepairing(%obj);
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%obj.repairing = %repTgt;
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}
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// setting imageLoaded to true sends us to repair state (function onRepair)
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%obj.setImageLoaded(%slot, true);
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}
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else
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{
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// there is a target in range, but it's not damaged
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if(!%obj.errMsgSent)
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{
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// if the target isn't damaged, send a message to that effect only once
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messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2Target is not damaged.', %repTgt);
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%obj.errMsgSent = true;
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}
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// if player was repairing something, stop the repairs -- we're done
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if(%obj.repairing)
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stopRepairing(%obj);
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}
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}
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//AI hack - too many things influence the aiming, so I'm going to force the repair object for bots only
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else if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject))
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{
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%repTgt = %obj.client.repairObject;
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%repPoint = %repTgt.getAIRepairPoint();
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if (%repPoint $= "0 0 0")
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%repPoint = %repTgt.getWorldBoxCenter();
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%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
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%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
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//if the dot product is very close (ie. we're aiming in the right direction)
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if (VectorDot(%repTgtVector, %aimVector) > 0.85)
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{
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//do an LOS to make sure nothing is in the way...
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%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
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if (firstWord(%scanTarg) == %repTgt)
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{
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// yes, it's damaged
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if(isObject(%obj.repairing))
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stopRepairing(%obj);
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%obj.repairing = %repTgt;
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// setting imageLoaded to true sends us to repair state (function onRepair)
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%obj.setImageLoaded(%slot, true);
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}
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}
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}
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else if(%obj.getDamageLevel())
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{
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// there is no target in range, but the player is damaged
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// check to see if we were repairing something before -- if so, stop repairing old target
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if(%obj.repairing != 0)
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if(%obj.repairing != %obj)
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stopRepairing(%obj);
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if(isObject(%obj.repairing))
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stopRepairing(%obj);
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%obj.repairing = %obj;
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// quick, to onRepair!
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%obj.setImageLoaded(%slot, true);
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}
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else
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{
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// there is no target in range, and the player isn't damaged
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if(!%obj.errMsgSent)
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{
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// send an error message only once
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messageClient(%obj.client, 'MsgRepairPackNoTarget', '\c2No target to repair.');
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%obj.errMsgSent = true;
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}
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stopRepairing(%obj);
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}
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}
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function RepairGunImage::onRepair(%this,%obj,%slot)
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{
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// this = repairgunimage datablock
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// obj = player wielding the repair gun
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// slot = weapon slot
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if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
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{
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stopRepairing(%obj);
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return;
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}
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// reset the flag that indicates an error message has been sent
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%obj.errMsgSent = false;
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%target = %obj.repairing;
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if(!%target)
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{
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// no target -- whoops! never mind
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stopRepairing(%obj);
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}
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else
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{
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%target.repairedBy = %obj.client; //keep track of who last repaired this item
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if(%obj.repairing == %obj)
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{
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// player is self-repairing
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if(%obj.getDamageLevel())
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{
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if(!%obj.selfRepairing)
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{
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// no need for a projectile, just send a message and up the repair rate
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messageClient(%obj.client, 'MsgRepairPackPlayerSelfRepair', '\c2Repairing self.');
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%obj.selfRepairing = true;
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startRepairing(%obj, true);
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}
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}
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else
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{
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messageClient(%obj.client, 'MsgRepairPackSelfDone', '\c2Repairs completed on self.');
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stopRepairing(%obj);
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%obj.errMsgSent = true;
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}
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}
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else
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{
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// make sure we still have a target -- more vector fun!!!
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%muzVec = %obj.getMuzzleVector(%slot);
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%muzNVec = VectorNormalize(%muzVec);
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%repairRange = DefaultRepairBeam.beamRange;
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%muzScaled = VectorScale(%muzNVec, %repairRange);
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%muzPoint = %obj.getMuzzlePoint(%slot);
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%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
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%searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
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$TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType;
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//AI hack to help "fudge" the repairing stuff...
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if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject) && %obj.client.repairObject == %obj.repairing)
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{
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%repTgt = %obj.client.repairObject;
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%repPoint = %repTgt.getAIRepairPoint();
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if (%repPoint $= "0 0 0")
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%repPoint = %repTgt.getWorldBoxCenter();
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%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
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%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
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//if the dot product is very close (ie. we're aiming in the right direction)
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if (VectorDot(%repTgtVector, %aimVector) > 0.85)
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%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
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}
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else
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%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
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if (%scanTarg)
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{
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%pos = getWords(%scanTarg, 1, 3);
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%obstructMask = $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
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%obstruction = ContainerRayCast(%muzPoint, %pos, %obstructMask, %obj);
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if (%obstruction)
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%scanTarg = "0";
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}
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if(%scanTarg)
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{
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// there's still a target out there
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%repTgt = firstWord(%scanTarg);
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// is the target damaged?
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if(%repTgt.getDamageLevel())
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{
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if(%repTgt != %obj.repairing)
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{
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// the target is not the same as the one we were just repairing
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// stop repairing old target, start repairing new target
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stopRepairing(%obj);
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if(isObject(%obj.repairing))
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stopRepairing(%obj);
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%obj.repairing = %repTgt;
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// extract the name of what player is repairing based on what it is
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// if it's a player, it's the player's name (duh)
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// if it's an object, look for a nametag
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// if object has no nametag, just say what it is (e.g. generatorLarge)
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if(%repTgt.getClassName() $= Player)
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%tgtName = getTaggedString(%repTgt.client.name);
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else if(%repTgt.getGameName() !$= "")
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%tgtName = %repTgt.getGameName();
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else
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%tgtName = %repTgt.getDatablock().getName();
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messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt);
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startRepairing(%obj, false);
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}
|
|
else
|
|
{
|
|
// it's the same target as last time
|
|
// changed to fix "2 players can't repair same object" bug
|
|
if(%obj.repairProjectile == 0)
|
|
{
|
|
if(%repTgt.getClassName() $= Player)
|
|
%tgtName = getTaggedString(%repTgt.client.name);
|
|
else if(%repTgt.getGameName() !$= "")
|
|
%tgtName = %repTgt.getGameName();
|
|
else
|
|
%tgtName = %repTgt.getDatablock().getName();
|
|
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt);
|
|
startRepairing(%obj, false);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
%rateOfRepair = %this.repairFactorObject;
|
|
if(%repTgt.getClassName() $= Player)
|
|
{
|
|
%tgtName = getTaggedString(%repTgt.client.name);
|
|
%rateOfRepair = %this.repairFactorPlayer;
|
|
}
|
|
else if(%repTgt.getGameName() !$= "")
|
|
%tgtName = %repTgt.getGameName();
|
|
else
|
|
%tgtName = %repTgt.getDatablock().getName();
|
|
if(%repTgt != %obj.repairing)
|
|
{
|
|
// it isn't the same object we were repairing previously
|
|
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2%1 is not damaged.', %tgtName);
|
|
}
|
|
else
|
|
{
|
|
// same target, but not damaged -- we must be done
|
|
messageClient(%obj.client, 'MsgRepairPackDone', '\c2Repairs completed.');
|
|
Game.objectRepaired(%repTgt, %tgtName);
|
|
}
|
|
%obj.errMsgSent = true;
|
|
stopRepairing(%obj);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// whoops, we lost our target
|
|
messageClient(%obj.client, 'MsgRepairPackLostTarget', '\c2Repair target no longer in range.');
|
|
stopRepairing(%obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function RepairGunImage::onDeactivate(%this,%obj,%slot)
|
|
{
|
|
stopRepairing(%obj);
|
|
}
|
|
|
|
function stopRepairing(%player)
|
|
{
|
|
// %player = the player who was using the repair pack
|
|
|
|
if(%player.selfRepairing)
|
|
{
|
|
// there is no projectile for self-repairing
|
|
%player.setRepairRate(%player.getRepairRate() - %player.repairingRate);
|
|
%player.selfRepairing = false;
|
|
}
|
|
else if(%player.repairing > 0)
|
|
{
|
|
// player was repairing something else
|
|
//if(%player.repairing.beingRepaired > 0)
|
|
//{
|
|
// don't decrement this stuff if it's already at 0 -- though it shouldn't be
|
|
//%player.repairing.beingRepaired--;
|
|
%player.repairing.setRepairRate(%player.repairing.getRepairRate() - %player.repairingRate);
|
|
//}
|
|
if(%player.repairProjectile > 0)
|
|
{
|
|
// is there a repair projectile? delete it
|
|
%player.repairProjectile.delete();
|
|
%player.repairProjectile = 0;
|
|
}
|
|
}
|
|
%player.repairing = 0;
|
|
%player.repairingRate = 0;
|
|
%player.setImageTrigger($WeaponSlot, false);
|
|
%player.setImageLoaded($WeaponSlot, false);
|
|
}
|
|
|
|
function startRepairing(%player, %self)
|
|
{
|
|
// %player = the player who was using the repair pack
|
|
// %self = boolean -- is player repairing him/herself?
|
|
|
|
if(%self)
|
|
{
|
|
// one repair, hold the projectile
|
|
%player.setRepairRate(%player.getRepairRate() + RepairGunImage.repairFactorPlayer);
|
|
%player.selfRepairing = true;
|
|
%player.repairingRate = RepairGunImage.repairFactorPlayer;
|
|
}
|
|
else
|
|
{
|
|
//if(%player.repairing.beingRepaired $= "")
|
|
// %player.repairing.beingRepaired = 1;
|
|
//else
|
|
// %player.repairing.beingRepaired++;
|
|
|
|
//AI hack...
|
|
if (%player.client.isAIControlled() && %player.client.repairObject == %player.repairing)
|
|
{
|
|
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
|
|
%initialDirection = VectorSub(%initialPosition, %player.repairing.getWorldBoxCenter());
|
|
}
|
|
else
|
|
{
|
|
%initialDirection = %player.getMuzzleVector($WeaponSlot);
|
|
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
|
|
}
|
|
if(%player.repairing.getClassName() $= Player)
|
|
%repRate = RepairGunImage.repairFactorPlayer;
|
|
else
|
|
%repRate = RepairGunImage.repairFactorObject;
|
|
%player.repairing.setRepairRate(%player.repairing.getRepairRate() + %repRate);
|
|
|
|
%player.repairingRate = %repRate;
|
|
%player.repairProjectile = new RepairProjectile() {
|
|
dataBlock = DefaultRepairBeam;
|
|
initialDirection = %initialDirection;
|
|
initialPosition = %initialPosition;
|
|
sourceObject = %player;
|
|
sourceSlot = $WeaponSlot;
|
|
targetObject = %player.repairing;
|
|
};
|
|
MissionCleanup.add(%player.repairProjectile);
|
|
}
|
|
}
|
|
|
|
function RepairPack::onPickup(%this, %obj, %shape, %amount)
|
|
{
|
|
// created to prevent console errors
|
|
} |