mirror of
https://github.com/mostlikely4r/construction-mod.git
synced 2026-01-19 19:24:44 +00:00
274 lines
6.9 KiB
C#
274 lines
6.9 KiB
C#
//---------------------------------------------------------
|
|
// Deployable Light
|
|
//---------------------------------------------------------
|
|
|
|
%colourOn = 0.5;
|
|
%colourOff = 0.1;
|
|
|
|
%strobeColourOn = 1.0;
|
|
%strobeColourOff = 0.0;
|
|
|
|
datablock StaticShapeData(DeployedLightBase) : StaticShapeDamageProfile {
|
|
className = "lightbase";
|
|
shapeFile = "pack_deploy_sensor_motion.dts";
|
|
|
|
maxDamage = 0.5;
|
|
destroyedLevel = 0.5;
|
|
disabledLevel = 0.3;
|
|
|
|
maxEnergy = 50;
|
|
rechargeRate = 0.25;
|
|
|
|
explosion = HandGrenadeExplosion;
|
|
expDmgRadius = 1.0;
|
|
expDamage = 0.05;
|
|
expImpulse = 200;
|
|
|
|
dynamicType = $TypeMasks::StaticShapeObjectType;
|
|
deployedObject = true;
|
|
cmdCategory = "DSupport";
|
|
cmdIcon = CMDSensorIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
|
|
targetNameTag = 'Deployed Light';
|
|
deployAmbientThread = true;
|
|
debrisShapeName = "debris_generic_small.dts";
|
|
debris = DeployableDebris;
|
|
heatSignature = 0;
|
|
};
|
|
|
|
datablock ItemData(DeployedLight) {
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
hasLight = true;
|
|
lightType = "ConstantLight";
|
|
lightColor = "1.0 1.0 1.0 1.0";
|
|
lightTime = "1000";
|
|
lightRadius = "15";
|
|
};
|
|
|
|
// Constant
|
|
|
|
datablock ItemData(DeployedLight0) : DeployedLight {
|
|
lightColor = %colourOn SPC %colourOn SPC %colourOn;
|
|
};
|
|
|
|
datablock ItemData(DeployedLight1) : DeployedLight {
|
|
lightColor = %colourOn SPC %colourOff SPC %colourOff;
|
|
};
|
|
|
|
datablock ItemData(DeployedLight2) : DeployedLight {
|
|
lightColor = %colourOff SPC %colourOn SPC %colourOff;
|
|
};
|
|
|
|
datablock ItemData(DeployedLight3) : DeployedLight {
|
|
lightColor = %colourOff SPC %colourOff SPC %colourOn;
|
|
};
|
|
|
|
datablock ItemData(DeployedLight4) : DeployedLight {
|
|
lightColor = %colourOff SPC %colourOn SPC %colourOn;
|
|
};
|
|
|
|
datablock ItemData(DeployedLight5) : DeployedLight {
|
|
lightColor = %colourOn SPC %colourOff SPC %colourOn;
|
|
};
|
|
|
|
datablock ItemData(DeployedLight6) : DeployedLight {
|
|
lightColor = %colourOn SPC %colourOn SPC %colourOff;
|
|
};
|
|
|
|
// Strobe
|
|
|
|
datablock ItemData(DeployedLight7) : DeployedLight {
|
|
lightColor = %strobeColourOn SPC %strobeColourOn SPC %strobeColourOn;
|
|
lightType = "PulsingLight";
|
|
lightTime = "50";
|
|
lightRadius = "10";
|
|
};
|
|
|
|
datablock ItemData(DeployedLight8) : DeployedLight {
|
|
lightType = "PulsingLight";
|
|
lightColor = %strobeColourOn SPC %strobeColourOff SPC %strobeColourOff;
|
|
lightTime = "50";
|
|
lightRadius = "10";
|
|
};
|
|
|
|
datablock ItemData(DeployedLight9) : DeployedLight {
|
|
lightType = "PulsingLight";
|
|
lightColor = %strobeColourOff SPC %strobeColourOn SPC %strobeColourOff;
|
|
lightTime = "50";
|
|
lightRadius = "10";
|
|
};
|
|
|
|
datablock ItemData(DeployedLight10) : DeployedLight {
|
|
lightType = "PulsingLight";
|
|
lightColor = %strobeColourOff SPC %strobeColourOff SPC %strobeColourOn;
|
|
lightTime = "50";
|
|
lightRadius = "10";
|
|
};
|
|
|
|
datablock ItemData(DeployedLight11) : DeployedLight {
|
|
lightType = "PulsingLight";
|
|
lightColor = %strobeColourOff SPC %strobeColourOn SPC %strobeColourOn;
|
|
lightTime = "50";
|
|
lightRadius = "10";
|
|
};
|
|
|
|
datablock ItemData(DeployedLight12) : DeployedLight {
|
|
lightType = "PulsingLight";
|
|
lightColor = %strobeColourOn SPC %strobeColourOff SPC %strobeColourOn;
|
|
lightTime = "50";
|
|
lightRadius = "10";
|
|
};
|
|
|
|
datablock ItemData(DeployedLight13) : DeployedLight {
|
|
lightType = "PulsingLight";
|
|
lightColor = %strobeColourOn SPC %strobeColourOn SPC %strobeColourOff;
|
|
lightTime = "50";
|
|
lightRadius = "10";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(LightDeployableImage) {
|
|
mass = 1;
|
|
emap = true;
|
|
shapeFile = "stackable1s.dts";
|
|
item = LightDeployable;
|
|
mountPoint = 1;
|
|
offset = "0 0 0";
|
|
deployed = DeployedLightBase;
|
|
heatSignature = 0;
|
|
|
|
stateName[0] = "Idle";
|
|
stateTransitionOnTriggerDown[0] = "Activate";
|
|
|
|
stateName[1] = "Activate";
|
|
stateScript[1] = "onActivate";
|
|
stateTransitionOnTriggerUp[1] = "Idle";
|
|
|
|
isLarge = false;
|
|
maxDepSlope = 360;
|
|
deploySound = ItemPickupSound;
|
|
|
|
minDeployDis = 0.5;
|
|
maxDeployDis = 50.0;
|
|
};
|
|
|
|
datablock ItemData(LightDeployable) {
|
|
className = Pack;
|
|
catagory = "Deployables";
|
|
shapeFile = "stackable1s.dts";
|
|
mass = 1;
|
|
elasticity = 0.2;
|
|
friction = 0.6;
|
|
pickupRadius = 1;
|
|
rotate = true;
|
|
image = "LightDeployableImage";
|
|
pickUpName = "a light pack";
|
|
heatSignature = 0;
|
|
emap = true;
|
|
};
|
|
|
|
function LightDeployableImage::testObjectTooClose(%item) {
|
|
return "";
|
|
}
|
|
|
|
function LightDeployableImage::testNoTerrainFound(%item) {
|
|
// don't check this for non-Landspike turret deployables
|
|
}
|
|
|
|
function LightDeployable::onPickup(%this, %obj, %shape, %amount) {
|
|
// created to prevent console errors
|
|
}
|
|
|
|
function LightDeployableImage::onDeploy(%item, %plyr, %slot) {
|
|
%className = "StaticShape";
|
|
|
|
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
|
|
|
|
if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
|
|
%item.surfaceNrm2 = %playerVector;
|
|
else
|
|
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 -1"));
|
|
|
|
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
|
|
|
|
%deplObj = new (%className)() {
|
|
dataBlock = %item.deployed;
|
|
};
|
|
|
|
%deplObj.light = new Item() {
|
|
datablock = DeployedLight @ %plyr.packSet;
|
|
static = true;
|
|
};
|
|
|
|
// set orientation
|
|
%deplObj.setTransform(%item.surfacePt SPC %rot);
|
|
adjustLight(%deplObj);
|
|
|
|
// set the recharge rate right away
|
|
if (%deplObj.getDatablock().rechargeRate)
|
|
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
|
|
|
|
// set team, owner, and handle
|
|
%deplObj.team = %plyr.client.Team;
|
|
%deplObj.setOwner(%plyr);
|
|
%deplObj.light.lightBase = %deplObj;
|
|
|
|
// set the sensor group if it needs one
|
|
if (%deplObj.getTarget() != -1)
|
|
setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
|
|
|
|
// place the deployable in the MissionCleanup/Deployables group (AI reasons)
|
|
addToDeployGroup(%deplObj);
|
|
|
|
//let the AI know as well...
|
|
AIDeployObject(%plyr.client, %deplObj);
|
|
|
|
// play the deploy sound
|
|
serverPlay3D(%item.deploySound, %deplObj.getTransform());
|
|
|
|
// increment the team count for this deployed object
|
|
$TeamDeployedCount[%plyr.team, %item.item]++;
|
|
|
|
addDSurface(%item.surface,%deplObj);
|
|
|
|
%deplObj.playThread($PowerThread,"Power");
|
|
%deplObj.playThread($AmbientThread,"ambient");
|
|
|
|
// take the deployable off the player's back and out of inventory
|
|
%plyr.unmountImage(%slot);
|
|
%plyr.decInventory(%item.item, 1);
|
|
|
|
return %deplObj;
|
|
}
|
|
|
|
function DeployedLightBase::onDestroyed(%this,%obj,%prevState) {
|
|
if (%obj.isRemoved)
|
|
return;
|
|
%obj.isRemoved = true;
|
|
Parent::onDestroyed(%this,%obj,%prevState);
|
|
$TeamDeployedCount[%obj.team, LightDeployable]--;
|
|
remDSurface(%obj);
|
|
%obj.schedule(500, "delete");
|
|
if (isObject(%obj.light))
|
|
%obj.light.schedule(500, "delete");
|
|
}
|
|
|
|
function DeployedLightBase::disassemble(%data,%plyr,%obj) {
|
|
if (isObject(%obj.light))
|
|
%obj.light.delete();
|
|
disassemble(%data,%plyr,%obj);
|
|
}
|
|
|
|
function adjustLight(%obj) {
|
|
%obj.light.setTransform(vectorAdd(%obj.getPosition(),vectorScale(realVec(%obj,"0 0 1"),1)) SPC %obj.getRotation());
|
|
}
|
|
|
|
function LightDeployableImage::onMount(%data, %obj, %node) {
|
|
%obj.hasLight = true; // set for lightcheck
|
|
%obj.packSet = 0;
|
|
}
|
|
|
|
function LightDeployableImage::onUnmount(%data, %obj, %node) {
|
|
%obj.hasLight = "";
|
|
%obj.packSet = 0;
|
|
}
|