706 lines
14 KiB
Plaintext
706 lines
14 KiB
Plaintext
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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#include common_scripts\utility;
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SENTRY_MODE_ON = "sentry";
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SENTRY_MODE_OFF = "sentry_offline";
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SENTRY_TIME_OUT = 90.0;
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SENTRY_SPINUP_TIME = .05;
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SENTRY_OVERHEAT_TIME = 8.0;
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SENTRY_FX_TIME = .3;
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init()
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{
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level.sentryType = [];
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level.sentryType[ "sentry_minigun" ] = "sentry";
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level.killStreakFuncs[ level.sentryType[ "sentry_minigun" ] ] = ::tryUseAutoSentry;
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level.sentrySettings = [];
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level.sentrySettings[ "sentry_minigun" ] = spawnStruct();
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level.sentrySettings[ "sentry_minigun" ].burstMin = 20;
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level.sentrySettings[ "sentry_minigun" ].burstMax = 120;
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level.sentrySettings[ "sentry_minigun" ].pauseMin = 0.15;
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level.sentrySettings[ "sentry_minigun" ].pauseMax = 0.35;
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level.sentrySettings[ "sentry_minigun" ].weaponInfo = "sentry_minigun_mp";
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level.sentrySettings[ "sentry_minigun" ].modelBase = "sentry_minigun";
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level.sentrySettings[ "sentry_minigun" ].modelPlacement = "sentry_minigun_obj";
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level.sentrySettings[ "sentry_minigun" ].modelPlacementFailed = "sentry_minigun_obj_red";
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level.sentrySettings[ "sentry_minigun" ].modelDestroyed = "sentry_minigun_destroyed";
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foreach ( sentryInfo in level.sentrySettings )
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{
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precacheItem( sentryInfo.weaponInfo );
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precacheModel( sentryInfo.modelBase );
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precacheModel( sentryInfo.modelPlacement );
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precacheModel( sentryInfo.modelPlacementFailed );
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precacheModel( sentryInfo.modelDestroyed );
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}
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level._effect[ "sentry_overheat_mp" ] = loadfx( "smoke/sentry_turret_overheat_smoke" );
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level._effect[ "sentry_explode_mp" ] = loadfx( "explosions/sentry_gun_explosion" );
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level._effect[ "sentry_smoke_mp" ] = loadfx( "smoke/car_damage_blacksmoke" );
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}
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/* ============================
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Killstreak Functions
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============================ */
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tryUseAutoSentry( lifeId )
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{
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result = self giveSentry( "sentry_minigun" );
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if ( result )
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self maps\mp\_matchdata::logKillstreakEvent( "sentry", self.origin );
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return ( result );
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}
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tryUseAutoGlSentry( lifeId )
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{
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result = self giveSentry( "sentry_gun" );
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if ( result )
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self maps\mp\_matchdata::logKillstreakEvent( "sentry_gl", self.origin );
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return ( result );
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}
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giveSentry( sentryType )
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{
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self.last_sentry = sentryType;
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sentryGun = createSentryForPlayer( sentryType, self );
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self setCarryingSentry( sentryGun, true );
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// if we failed to place the sentry, it will have been deleted at this point
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if ( isDefined( sentryGun ) )
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return true;
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else
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return false;
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}
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/* ============================
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Player Functions
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============================ */
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setCarryingSentry( sentryGun, allowCancel )
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{
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self endon ( "death" );
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self endon ( "disconnect" );
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assert( isReallyAlive( self ) );
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sentryGun sentry_setCarried( self );
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self _disableWeapon();
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self notifyOnPlayerCommand( "place_sentry", "+attack" );
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self notifyOnPlayerCommand( "cancel_sentry", "+actionslot 4" );
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for ( ;; )
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{
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result = waittill_any_return( "place_sentry", "cancel_sentry" );
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if ( result == "cancel_sentry" )
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{
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if ( !allowCancel )
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continue;
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sentryGun sentry_setCancelled();
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self _enableWeapon();
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return false;
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}
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if ( !sentryGun.canBePlaced )
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continue;
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sentryGun sentry_setPlaced();
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self _enableWeapon();
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return true;
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}
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}
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/* ============================
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Sentry Functions
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============================ */
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createSentryForPlayer( sentryType, owner )
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{
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assertEx( isDefined( owner ), "createSentryForPlayer() called without owner specified" );
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sentryGun = spawnTurret( "misc_turret", owner.origin, level.sentrySettings[ sentryType ].weaponInfo );
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sentryGun.angles = owner.angles;
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sentryGun sentry_initSentry( sentryType, owner );
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return ( sentryGun );
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}
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sentry_initSentry( sentryType, owner )
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{
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self.sentryType = sentryType;
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self setModel( level.sentrySettings[ self.sentryType ].modelBase );
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self.health = 1000;
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self setCanDamage( true );
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self makeTurretInoperable();
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self setTurretModeChangeWait( true );
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// self setConvergenceTime( .25, "pitch" );
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// self setConvergenceTime( .25, "yaw" );
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self sentry_setInactive();
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self setDefaultDropPitch( -89.0 ); // setting this mainly prevents Turret_RestoreDefaultDropPitch() from running
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self sentry_setOwner( owner );
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self thread sentry_handleOwner();
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self thread sentry_handleDamage();
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self thread sentry_handleDeath();
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self thread sentry_handleUse();
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self thread sentry_timeOut();
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self thread sentry_attackTargets();
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self thread sentry_beepSounds();
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}
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/* ============================
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Sentry Handlers
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============================ */
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sentry_handleDamage()
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{
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// use a health buffer to prevent the turret from dying to friendly fire
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healthBuffer = 20000;
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self.health += healthbuffer;
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while ( self.health > 0 )
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{
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self waittill( "damage", amount, attacker, dir, point, type );
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if ( isDefined( attacker ) && isPlayer( attacker ) && attacker != self.owner && attacker isFriendlyToSentry( self ) && !isDefined( level.nukeDetonated ) )
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{
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self.health += amount;
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continue;
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}
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// 7x damage for explosives - GRENADES
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if ( isExplosiveDamage( type ) )
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self.health -= (amount * 1);
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if ( type == "MOD_MELEE" )
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self.health = 0;
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if ( isPlayer( attacker ) )
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{
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attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "sentry" );
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if ( attacker _hasPerk( "specialty_armorpiercing" ) )
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{
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damageAdd = amount*level.armorPiercingMod;
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self.health -= int(damageAdd);
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}
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}
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if ( self.health - healthbuffer < 0 )
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{
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thread maps\mp\gametypes\_missions::vehicleKilled( self.owner, self, undefined, attacker, amount, type );
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if ( isPlayer( attacker ) && (!isDefined(self.owner) || attacker != self.owner) )
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{
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attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", 100 );
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attacker notify( "destroyed_killstreak" );
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}
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if ( isDefined( self.owner ) )
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self.owner thread leaderDialogOnPlayer( "sentry_destroyed" );
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self notify ( "death" );
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return;
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}
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}
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}
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sentry_handleDeath()
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{
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entNum = self GetEntityNumber();
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self addToTurretList( entNum );
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self waittill ( "death" );
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self removeFromTurretList( entNum );
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// this handles cases of deletion
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if ( !isDefined( self ) )
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return;
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self setModel( level.sentrySettings[ self.sentryType ].modelDestroyed );
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self sentry_setInactive();
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self setDefaultDropPitch( 40 );
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self SetSentryOwner( undefined );
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self SetTurretMinimapVisible( false );
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self playSound( "sentry_explode" );
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playFxOnTag( getFx( "sentry_explode_mp" ), self, "tag_aim" );
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// don't try to delete ourselves if we're deleted by other means
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self endon ( "death" );
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wait ( 1.5 );
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self playSound( "sentry_explode_smoke" );
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for ( smokeTime = 8; smokeTime > 0; smokeTime -= 0.4 )
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{
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playFxOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" );
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wait ( 0.4 );
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}
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self delete();
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}
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sentry_handleUse()
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{
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self endon ( "death" );
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level endon ( "game_ended" );
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for ( ;; )
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{
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self waittill ( "trigger", player );
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assert( player == self.owner );
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assert( !isDefined( self.carriedBy ) );
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if ( !isReallyAlive( player ) )
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continue;
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player setCarryingSentry( self, false );
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}
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}
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sentry_handleOwner()
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{
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self endon ( "death" );
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level endon ( "game_ended" );
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self notify ( "sentry_handleOwner" );
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self endon ( "sentry_handleOwner" );
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self.owner waittill_any( "disconnect", "joined_team", "joined_spectators" );
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self notify( "death" );
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}
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/* ============================
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Sentry Utility Functions
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============================ */
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sentry_setOwner( owner )
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{
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assertEx( isDefined( owner ), "sentry_setOwner() called without owner specified" );
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assertEx( isPlayer( owner ), "sentry_setOwner() called on non-player entity type: " + owner.classname );
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self.owner = owner;
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self SetSentryOwner( self.owner );
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self SetTurretMinimapVisible( true );
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if ( level.teamBased )
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{
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self.team = self.owner.team;
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self setTurretTeam( self.team );
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}
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self thread sentry_handleOwner();
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}
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sentry_setPlaced()
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{
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self setModel( level.sentrySettings[ self.sentryType ].modelBase );
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self setSentryCarried( false );
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self setCanDamage( true );
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self sentry_makeSolid();
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self.carriedBy forceUseHintOff();
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self.carriedBy = undefined;
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self sentry_setActive();
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self playSound( "sentry_gun_plant" );
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self notify ( "placed" );
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}
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sentry_setCancelled()
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{
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self.carriedBy forceUseHintOff();
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self delete();
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}
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sentry_setCarried( carrier )
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{
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assert( isPlayer( carrier ) );
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assertEx( carrier == self.owner, "sentry_setCarried() specified carrier does not own this sentry" );
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self setModel( level.sentrySettings[ self.sentryType ].modelPlacement );
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self setSentryCarried( true );
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self setCanDamage( false );
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self sentry_makeNotSolid();
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self.carriedBy = carrier;
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carrier thread updateSentryPlacement( self );
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self thread sentry_onCarrierDeath( carrier );
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self thread sentry_onCarrierDisconnect( carrier );
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self thread sentry_onGameEnded();
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self sentry_setInactive();
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self notify ( "carried" );
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}
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updateSentryPlacement( sentryGun )
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{
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self endon ( "death" );
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self endon ( "disconnect" );
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level endon ( "game_ended" );
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sentryGun endon ( "placed" );
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sentryGun endon ( "death" );
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sentryGun.canBePlaced = true;
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lastCanPlaceSentry = -1; // force initial update
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for( ;; )
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{
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placement = self canPlayerPlaceSentry();
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sentryGun.origin = placement[ "origin" ];
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sentryGun.angles = placement[ "angles" ];
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sentryGun.canBePlaced = self isOnGround() && placement[ "result" ];
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if ( sentryGun.canBePlaced != lastCanPlaceSentry )
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{
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if ( sentryGun.canBePlaced )
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{
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sentryGun setModel( level.sentrySettings[ sentryGun.sentryType ].modelPlacement );
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self ForceUseHintOn( &"SENTRY_PLACE" );
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}
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else
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{
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sentryGun setModel( level.sentrySettings[ sentryGun.sentryType ].modelPlacementFailed );
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self ForceUseHintOn( &"SENTRY_CANNOT_PLACE" );
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}
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}
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lastCanPlaceSentry = sentryGun.canBePlaced;
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wait ( 0.05 );
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}
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}
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sentry_onCarrierDeath( carrier )
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{
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self endon ( "placed" );
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self endon ( "death" );
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carrier waittill ( "death" );
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if ( self.canBePlaced )
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self sentry_setPlaced();
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else
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self delete();
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}
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sentry_onCarrierDisconnect( carrier )
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{
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self endon ( "placed" );
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self endon ( "death" );
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carrier waittill ( "disconnect" );
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self delete();
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}
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sentry_onGameEnded( carrier )
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{
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self endon ( "placed" );
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self endon ( "death" );
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level waittill ( "game_ended" );
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self delete();
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}
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sentry_setActive()
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{
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self setMode( SENTRY_MODE_ON );
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self setCursorHint( "HINT_NOICON" );
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self setHintString( &"SENTRY_PICKUP" );
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self makeUsable();
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foreach ( player in level.players )
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{
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if ( player == self.owner )
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self enablePlayerUse( player );
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else
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self disablePlayerUse( player );
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}
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if ( level.teamBased )
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self maps\mp\_entityheadicons::setTeamHeadIcon( self.team, (0,0,65) );
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else
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self maps\mp\_entityheadicons::setPlayerHeadIcon( self.owner, (0,0,65) );
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}
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sentry_setInactive()
|
||
|
{
|
||
|
self setMode( SENTRY_MODE_OFF );
|
||
|
self makeUnusable();
|
||
|
|
||
|
if ( level.teamBased )
|
||
|
self maps\mp\_entityheadicons::setTeamHeadIcon( "none", ( 0, 0, 0 ) );
|
||
|
else if ( isDefined( self.owner ) )
|
||
|
self maps\mp\_entityheadicons::setPlayerHeadIcon( undefined, ( 0, 0, 0 ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
sentry_makeSolid()
|
||
|
{
|
||
|
self makeTurretSolid();
|
||
|
}
|
||
|
|
||
|
|
||
|
sentry_makeNotSolid()
|
||
|
{
|
||
|
self setContents( 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
isFriendlyToSentry( sentryGun )
|
||
|
{
|
||
|
if ( level.teamBased && self.team == sentryGun.team )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
addToTurretList( entNum )
|
||
|
{
|
||
|
level.turrets[entNum] = self;
|
||
|
}
|
||
|
|
||
|
|
||
|
removeFromTurretList( entNum )
|
||
|
{
|
||
|
level.turrets[entNum] = undefined;
|
||
|
}
|
||
|
|
||
|
/* ============================
|
||
|
Sentry Logic Functions
|
||
|
============================ */
|
||
|
|
||
|
sentry_attackTargets()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
level endon( "game_ended" );
|
||
|
|
||
|
self.momentum = 0;
|
||
|
self.heatLevel = 0;
|
||
|
self.overheated = false;
|
||
|
|
||
|
self thread sentry_heatMonitor();
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
self waittill_either( "turretstatechange", "cooled" );
|
||
|
|
||
|
if ( self isFiringTurret() )
|
||
|
{
|
||
|
self thread sentry_burstFireStart();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self sentry_spinDown();
|
||
|
self thread sentry_burstFireStop();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
sentry_timeOut()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
level endon ( "game_ended" );
|
||
|
|
||
|
lifeSpan = SENTRY_TIME_OUT;
|
||
|
|
||
|
while ( lifeSpan )
|
||
|
{
|
||
|
wait ( 1.0 );
|
||
|
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
|
||
|
|
||
|
if ( !isDefined( self.carriedBy ) )
|
||
|
lifeSpan = max( 0, lifeSpan - 1.0 );
|
||
|
}
|
||
|
|
||
|
if ( isDefined( self.owner ) )
|
||
|
self.owner thread leaderDialogOnPlayer( "sentry_gone" );
|
||
|
|
||
|
self notify ( "death" );
|
||
|
}
|
||
|
|
||
|
sentry_targetLockSound()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
self playSound( "sentry_gun_beep" );
|
||
|
wait ( 0.1 );
|
||
|
self playSound( "sentry_gun_beep" );
|
||
|
wait ( 0.1 );
|
||
|
self playSound( "sentry_gun_beep" );
|
||
|
}
|
||
|
|
||
|
sentry_spinUp()
|
||
|
{
|
||
|
self thread sentry_targetLockSound();
|
||
|
|
||
|
while ( self.momentum < SENTRY_SPINUP_TIME )
|
||
|
{
|
||
|
self.momentum += 0.1;
|
||
|
|
||
|
wait ( 0.1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
sentry_spinDown()
|
||
|
{
|
||
|
self.momentum = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
sentry_burstFireStart()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "stop_shooting" );
|
||
|
|
||
|
level endon( "game_ended" );
|
||
|
|
||
|
self sentry_spinUp();
|
||
|
|
||
|
fireTime = weaponFireTime( level.sentrySettings[ self.sentryType ].weaponInfo );
|
||
|
minShots = level.sentrySettings[ self.sentryType ].burstMin;
|
||
|
maxShots = level.sentrySettings[ self.sentryType ].burstMax;
|
||
|
minPause = level.sentrySettings[ self.sentryType ].pauseMin;
|
||
|
maxPause = level.sentrySettings[ self.sentryType ].pauseMax;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
numShots = randomIntRange( minShots, maxShots + 1 );
|
||
|
|
||
|
for ( i = 0; i < numShots && !self.overheated; i++ )
|
||
|
{
|
||
|
self shootTurret();
|
||
|
self.heatLevel += fireTime;
|
||
|
wait ( fireTime );
|
||
|
}
|
||
|
|
||
|
wait ( randomFloatRange( minPause, maxPause ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
sentry_burstFireStop()
|
||
|
{
|
||
|
self notify( "stop_shooting" );
|
||
|
}
|
||
|
|
||
|
|
||
|
sentry_heatMonitor()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
fireTime = weaponFireTime( level.sentrySettings[ self.sentryType ].weaponInfo );
|
||
|
|
||
|
lastHeatLevel = 0;
|
||
|
lastFxTime = 0;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( self.heatLevel != lastHeatLevel )
|
||
|
wait ( fireTime );
|
||
|
else
|
||
|
self.heatLevel = max( 0, self.heatLevel - 0.05 );
|
||
|
|
||
|
if ( self.heatLevel > SENTRY_OVERHEAT_TIME )
|
||
|
{
|
||
|
self.overheated = true;
|
||
|
self thread PlayHeatFX();
|
||
|
|
||
|
while ( self.heatLevel )
|
||
|
{
|
||
|
self.heatLevel = max( 0, self.heatLevel - 0.1 );
|
||
|
wait ( 0.1 );
|
||
|
}
|
||
|
|
||
|
self.overheated = false;
|
||
|
self notify( "not_overheated" );
|
||
|
}
|
||
|
|
||
|
lastHeatLevel = self.heatLevel;
|
||
|
wait ( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
playHeatFX()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "not_overheated" );
|
||
|
level endon ( "game_ended" );
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
playFxOnTag( getFx( "sentry_overheat_mp" ), self, "tag_flash" );
|
||
|
|
||
|
wait( SENTRY_FX_TIME );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
sentry_beepSounds()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
level endon ( "game_ended" );
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
wait ( 3.0 );
|
||
|
|
||
|
if ( !isDefined( self.carriedBy ) )
|
||
|
self playSound( "sentry_gun_beep" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|