mirror of
https://github.com/mostlikely4r/construction-mod.git
synced 2026-01-19 19:24:44 +00:00
272 lines
7.2 KiB
C#
272 lines
7.2 KiB
C#
//---------------------------------------------------------
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// Deployable wall, Code by Parousia
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//---------------------------------------------------------
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datablock StaticShapeData(DeployedWall) : StaticShapeDamageProfile {
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className = "wall";
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shapeFile = "Bmiscf.dts"; // dmiscf.dts, alternate
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maxDamage = 2;
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destroyedLevel = 2;
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disabledLevel = 1.5;
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isShielded = true;
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energyPerDamagePoint = 60;
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maxEnergy = 100;
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rechargeRate = 0.25;
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explosion = HandGrenadeExplosion;
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expDmgRadius = 3.0;
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expDamage = 0.1;
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expImpulse = 200.0;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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deployedObject = true;
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cmdCategory = "DSupport";
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cmdIcon = CMDSensorIcon;
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cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
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targetNameTag = 'Light Blast Wall';
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deployAmbientThread = true;
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debrisShapeName = "debris_generic_small.dts";
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debris = DeployableDebris;
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heatSignature = 0;
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needsPower = true;
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};
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datablock ShapeBaseImageData(WallDeployableImage) {
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mass = 1;
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emap = true;
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shapeFile = "stackable1s.dts";
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item = WallDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedWall;
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heatSignature = 0;
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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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stateTransitionOnTriggerUp[1] = "Idle";
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isLarge = false;
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maxDepSlope = 360;
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deploySound = ItemPickupSound;
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minDeployDis = 0;
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maxDeployDis = 50.0;
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};
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datablock ItemData(WallDeployable) {
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className = Pack;
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catagory = "Deployables";
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shapeFile = "stackable1s.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 = 1;
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rotate = true;
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image = "WallDeployableImage";
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pickUpName = "a light blast wall pack";
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heatSignature = 0;
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emap = true;
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};
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function WallDeployableImage::testObjectTooClose(%item) {
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return "";
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}
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function WallDeployableImage::testNoTerrainFound(%item) {
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// don't check this for non-Landspike turret deployables
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}
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function WallDeployable::onPickup(%this, %obj, %shape, %amount) {
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// created to prevent console errors
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}
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function WallDeployableImage::onDeploy(%item, %plyr, %slot) {
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//Object
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%className = "StaticShape";
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%grounded = 0;
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if (%item.surface.getClassName() $= TerrainBlock)
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%grounded = 1;
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%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
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if (%item.surfaceinher == 0) {
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if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
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%item.surfaceNrm2 = %playerVector;
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else
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%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
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}
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%scale = "0.5 8 40"; // Search range for total blast wall size.
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%mCenter = "0 0 -0.5";
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%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale,%mCenter);
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%scale = getWords(%pad,0,2);
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%item.surfacePt = getWords(%pad,3,5);
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%rot = getWords(%pad,6,9);
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%offset = %plyr.packSet - 1;
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if (%plyr.packSet == 3) {
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%double = 1;
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%offset = 1;
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}
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%scale = vectorAdd(%scale,vectorScale("1.01 1.01" SPC %double,mAbs(%offset)));
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%pup = mCeil(getWord(%scale,0)/4); //4 = Avarage blast wall height.
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%pside = mCeil(getWord(%scale,1)/4); //4 = Avarage blast wall width.
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%upiece = getWord(%scale,0)/%pup;
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%spiece = getWord(%scale,1)/%pside;
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%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
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%dir = VectorNormalize(vectorSub(%item.surfacePt,%plyr.getposition()));
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%adjust = vectorNormalize(vectorProject(%dir,vectorCross(%item.surfaceNrm,%item.surfaceNrm2)));
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// %adjust = vectorNormalize(vectorCross(%item.surfaceNrm,%item.surfaceNrm2));
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if (%plyr.packSet == 3)
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%offset = Lev(vectorCouple(%dir,vectorCross(%item.surfaceNrm,%item.surfaceNrm2)));
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%adjust = vectorScale(%adjust,-0.5 * %offset);
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if ($Host::ExpertMode == 1 && %plyr.expertSet == 1) {
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for (%x = 0;%x < %pup;%x++){
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for (%y = 0;%y < %pside;%y++){
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%scale = %upiece SPC %spiece SPC 0.5 + %double;
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%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
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%deplObj = new (%className)() {
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dataBlock = %item.deployed;
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scale = %scale;
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};
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%up = vectorScale(%item.surfaceNrm,%upiece * (%x - (%pup / 2) + 0.5));
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%side = vectorScale(%item.surfaceNrm2,%spiece * (%y - (%pside / 2) + 0.5));
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%tadjust = vectorAdd(%up,vectorAdd(%side,%adjust));
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%deplObj.setTransform(vectorAdd(%item.surfacePt,%tadjust) SPC %rot);
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// [[Settings]]:
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%deplObj.grounded = %grounded;
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%deplObj.Needsfit = 1;
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addDSurface(%item.surface,%deplObj);
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// [Normal Stuff]]:
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// if(%deplObj.getDatablock().rechargeRate)
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// %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
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// set team, owner, and handle
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%deplObj.team = %plyr.client.Team;
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%deplObj.setOwner(%plyr);
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// set power frequency
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%deplObj.powerFreq = %plyr.powerFreq;
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// set the sensor group if it needs one
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if(%deplObj.getTarget() != -1)
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setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
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// place the deployable in the MissionCleanup/Deployables group (AI reasons)
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addToDeployGroup(%deplObj);
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// let the AI know as well...
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AIDeployObject(%plyr.client, %deplObj);
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// play the deploy sound
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serverPlay3D(%item.deploySound, %deplObj.getTransform());
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// increment the team count for this deployed object
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$TeamDeployedCount[%plyr.team, %item.item]++;
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%deplObj.deploy();
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}
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}
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}
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else {
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%deplObj = new (%className)() {
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dataBlock = %item.deployed;
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scale = %scale;
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};
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%deplObj.setTransform(vectorAdd(%item.surfacePt,%adjust) SPC %rot);
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// [[Settings]]:
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%deplObj.grounded = %grounded;
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%deplObj.Needsfit = 1;
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addDSurface(%item.surface,%deplObj);
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// [Normal Stuff]]:
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// if(%deplObj.getDatablock().rechargeRate)
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// %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
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// set team, owner, and handle
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%deplObj.team = %plyr.client.Team;
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%deplObj.setOwner(%plyr);
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// set power frequency
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%deplObj.powerFreq = %plyr.powerFreq;
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// set the sensor group if it needs one
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if(%deplObj.getTarget() != -1)
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setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
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// place the deployable in the MissionCleanup/Deployables group (AI reasons)
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addToDeployGroup(%deplObj);
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//let the AI know as well...
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AIDeployObject(%plyr.client, %deplObj);
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// play the deploy sound
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serverPlay3D(%item.deploySound, %deplObj.getTransform());
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// increment the team count for this deployed object
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$TeamDeployedCount[%plyr.team, %item.item]++;
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%deplObj.deploy();
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}
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// Power object
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checkPowerObject(%deplObj);
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deployEffect(%deplObj,%item.surfacePt,%item.surfaceNrm,"pad");
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return %deplObj;
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}
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function DeployedWall::onDestroyed(%this, %obj, %prevState) {
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if (%obj.isRemoved)
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return;
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%obj.isRemoved = true;
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Parent::onDestroyed(%this, %obj, %prevState);
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$TeamDeployedCount[%obj.team, WallDeployable]--;
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remDSurface(%obj);
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%obj.schedule(500, "delete");
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cascade(%obj);
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fireBallExplode(%obj,1);
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}
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function WallDeployableImage::onMount(%data, %obj, %node) {
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%obj.hasBlast = true; // set for blastcheck
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%obj.packSet = 0;
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%obj.expertSet = 0;
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displayPowerFreq(%obj);
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}
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function WallDeployableImage::onUnmount(%data, %obj, %node) {
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%obj.hasBlast = "";
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%obj.packSet = 0;
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%obj.expertSet = 0;
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}
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function doorfunction(%player,%door)
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{
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%vec = VectorSub(%door,%player);
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%dir = VectorNormalize(%vec);
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%nrm = topVec(VirVec(%door,%dir));
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}
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