IW4-Dump-Files/maps/_ac130.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_utility;
#include common_scripts\utility;
#using_animtree( "ac130" );
init( player )
{
// init all context sensative dialog
maps\_ac130_snd::main();
// co-op: player not used anymore
//assert( isdefined( player ) );
//assert( player.classname == "player" );
setDvarIfUninitialized( "ac130_enabled", "1" );
setDvarIfUninitialized( "ac130_post_effects_enabled", "1" );
setDvarIfUninitialized( "ac130_debug_weapons", "0" );
setDvarIfUninitialized( "ac130_debug_context_sensative_dialog", "0" );
setDvarIfUninitialized( "ac130_debug_friendly_count", "0" );
setDvarIfUninitialized( "ac130_hud_text_misc", "1" );
setDvarIfUninitialized( "ac130_hud_text_thermal", "1" );
setDvarIfUninitialized( "ac130_hud_text_weapons", "1" );
setDvarIfUninitialized( "ac130_target_markers", "0" );
setDvarIfUninitialized( "ac130_thermal_enabled", "1" );
//0 - player can freely engage targets before being authorized
//1 - player fails the mission for engage targets before being authorized
//2 - player gets red X over crosshairs when trying to fire before being authorized
setDvarIfUninitialized( "ac130_pre_engagement_mode", "2" );
setDvarIfUninitialized( "ac130_alternate_controls", "0" );
setDvarIfUninitialized( "ac130_ragdoll_deaths", "1" );
precacheShader( "ac130_overlay_25mm" );
precacheShader( "ac130_overlay_40mm" );
precacheShader( "ac130_overlay_105mm" );
precacheShader( "ac130_overlay_grain" );
precacheShader( "ac130_overlay_nofire" );
precacheShader( "ac130_hud_target" );
precacheShader( "ac130_hud_target_flash" );
precacheShader( "ac130_hud_target_offscreen" );
precacheShader( "ac130_friendly_fire_icon" );
precacheShader( "black" );
// \n0 A-G MAN NARO
precacheString( &"AC130_HUD_TOP_BAR" );
// RAY\nFF 30\nLIR\n\nBORE
precacheString( &"AC130_HUD_LEFT_BLOCK" );
// N\nT\n\nS\nF\n\nQ\nZ\n\nT\nG\nT
precacheString( &"AC130_HUD_RIGHT_BLOCK" );
precacheString( &"AC130_HUD_RIGHT_BLOCK_SHORT" );
// L1514 RDY
precacheString( &"AC130_HUD_BOTTOM_BLOCK" );
// WHOT
precacheString( &"AC130_HUD_THERMAL_WHOT" );
// BHOT
precacheString( &"AC130_HUD_THERMAL_BHOT" );
// 105 mm
precacheString( &"AC130_HUD_WEAPON_105MM" );
// 40 mm
precacheString( &"AC130_HUD_WEAPON_40MM" );
// 25 mm
precacheString( &"AC130_HUD_WEAPON_25MM" );
// &&1 AGL
precacheString( &"AC130_HUD_AGL" );
// Press ^3[{weapnext}]^7 to cycle through weapons.
precachestring( &"AC130_HINT_CYCLE_WEAPONS" );
// Friendlies: &&1
precachestring( &"AC130_DEBUG_FRIENDLY_COUNT" );
// Too many friendlies have been KIA. Mission failed.
precachestring( &"AC130_FRIENDLIES_DEAD" );
// Friendly fire will not be tolerated!\nWatch for blinking IR strobes on friendly units!
precachestring( &"AC130_FRIENDLY_FIRE" );
// Provide AC-130 air support for friendly SAS ground units.
// Pull [{+speed}] to control zoom and pull [{+attack}] to fire.
precachestring( &"SCRIPT_PLATFORM_AC130_HINT_ZOOM_AND_FIRE" );
// Press [{+usereload}] to toggle thermal vision\nbetween white hot and black hot.
precachestring( &"SCRIPT_PLATFORM_AC130_HINT_TOGGLE_THERMAL" );
// Provide AC-130 air support for friendly ground units.
precachestring( &"CO_AC130_OBJECTIVE_COOP_AC130_GUNNER" );
// Regroup with any survivors from Bravo Team at the crash site.
precachestring( &"CO_AC130_OBJECTIVE_COOP_GROUND_PLAYER" );
precacheShader( "popmenu_bg" );
if ( is_coop() )
precacheModel( "vehicle_ac130_coop" );
if ( getdvar( "ac130_alternate_controls", "0" ) == "0" )
{
precacheItem( "ac130_25mm" );
precacheItem( "ac130_40mm" );
precacheItem( "ac130_105mm" );
}
else
{
precacheItem( "ac130_25mm_alt" );
precacheItem( "ac130_40mm_alt" );
precacheItem( "ac130_105mm_alt" );
}
precacheShellShock( "ac130" );
level._effect[ "cloud" ] = loadfx( "misc/ac130_cloud" );
//if ( is_coop() )
level._effect[ "beacon" ] = loadfx( "misc/ir_beacon_coop" );
//else
//level._effect[ "beacon" ] = loadfx( "misc/ir_beacon" );
// ac130 muzzleflash effects for player on ground to see
level._effect[ "coop_muzzleflash_105mm" ] = loadfx( "muzzleflashes/ac130_105mm" );
level._effect[ "coop_muzzleflash_40mm" ] = loadfx( "muzzleflashes/ac130_40mm" );
level.custom_friendly_fire_message = "@AC130_FRIENDLY_FIRE";
level.custom_friendly_fire_shader = "ac130_friendly_fire_icon";
level.spawnerCallbackThread = ::spawn_callback_thread;
level.vehicleSpawnCallbackThread = ::context_Sensative_Dialog_VehicleSpawn;
level.enemiesKilledInTimeWindow = 0;
level.radioForcedTransmissionQueue = [];
level.lastRadioTransmission = getTime();
level.color[ "white" ] = ( 1, 1, 1 );
level.color[ "red" ] = ( 1, 0, 0 );
level.color[ "blue" ] = ( .1, .3, 1 );
level.cosine = [];
level.cosine[ "45" ] = cos( 45 );
level.cosine[ "5" ] = cos( 5 );
level.badplaceCount = 0;
level.badplaceMax = 15;
level.badplaceRadius[ "ac130_25mm" ] = 800;
level.badplaceRadius[ "ac130_40mm" ] = 1000;
level.badplaceRadius[ "ac130_105mm" ] = 1600;
level.badplaceRadius[ "ac130_25mm_alt" ] = level.badplaceRadius[ "ac130_25mm" ];
level.badplaceRadius[ "ac130_40mm_alt" ] = level.badplaceRadius[ "ac130_40mm" ];
level.badplaceRadius[ "ac130_105mm_alt" ] = level.badplaceRadius[ "ac130_105mm" ];
level.badplaceDuration[ "ac130_25mm" ] = 2.0;
level.badplaceDuration[ "ac130_40mm" ] = 9.0;
level.badplaceDuration[ "ac130_105mm" ] = 12.0;
level.badplaceDuration[ "ac130_25mm_alt" ] = level.badplaceDuration[ "ac130_25mm" ];
level.badplaceDuration[ "ac130_40mm_alt" ] = level.badplaceDuration[ "ac130_40mm" ];
level.badplaceDuration[ "ac130_105mm_alt" ] = level.badplaceDuration[ "ac130_105mm" ];
level.physicsSphereRadius[ "ac130_25mm" ] = 60;
level.physicsSphereRadius[ "ac130_40mm" ] = 600;
level.physicsSphereRadius[ "ac130_105mm" ] = 1000;
level.physicsSphereRadius[ "ac130_25mm_alt" ] = level.physicsSphereRadius[ "ac130_25mm" ];
level.physicsSphereRadius[ "ac130_40mm_alt" ] = level.physicsSphereRadius[ "ac130_40mm" ];
level.physicsSphereRadius[ "ac130_105mm_alt" ] = level.physicsSphereRadius[ "ac130_105mm" ];
level.physicsSphereForce[ "ac130_25mm" ] = 0;
level.physicsSphereForce[ "ac130_40mm" ] = 3.0;
level.physicsSphereForce[ "ac130_105mm" ] = 6.0;
level.physicsSphereForce[ "ac130_25mm_alt" ] = level.physicsSphereForce[ "ac130_25mm" ];
level.physicsSphereForce[ "ac130_40mm_alt" ] = level.physicsSphereForce[ "ac130_40mm" ];
level.physicsSphereForce[ "ac130_105mm_alt" ] = level.physicsSphereForce[ "ac130_105mm" ];
level.weaponReloadTime[ "ac130_25mm" ] = 0.05;
level.weaponReloadTime[ "ac130_40mm" ] = 0.5;
level.weaponReloadTime[ "ac130_105mm" ] = 6.0;
level.weaponReloadTime[ "ac130_25mm_alt" ] = level.weaponReloadTime[ "ac130_25mm" ];
level.weaponReloadTime[ "ac130_40mm_alt" ] = level.weaponReloadTime[ "ac130_40mm" ];
level.weaponReloadTime[ "ac130_105mm_alt" ] = level.weaponReloadTime[ "ac130_105mm" ];
level.weaponFriendlyCloseDistance[ "ac130_25mm" ] = 150;
level.weaponFriendlyCloseDistance[ "ac130_40mm" ] = 500;
level.weaponFriendlyCloseDistance[ "ac130_105mm" ] = 1000;
level.weaponFriendlyCloseDistance[ "ac130_25mm_alt" ] = level.weaponFriendlyCloseDistance[ "ac130_25mm" ];
level.weaponFriendlyCloseDistance[ "ac130_40mm_alt" ] = level.weaponFriendlyCloseDistance[ "ac130_40mm" ];
level.weaponFriendlyCloseDistance[ "ac130_105mm_alt" ] = level.weaponFriendlyCloseDistance[ "ac130_105mm" ];
level.weaponReadyToFire[ "ac130_25mm" ] = true;
level.weaponReadyToFire[ "ac130_40mm" ] = true;
level.weaponReadyToFire[ "ac130_105mm" ] = true;
level.weaponReadyToFire[ "ac130_25mm_alt" ] = level.weaponReadyToFire[ "ac130_25mm" ];
level.weaponReadyToFire[ "ac130_40mm_alt" ] = level.weaponReadyToFire[ "ac130_40mm" ];
level.weaponReadyToFire[ "ac130_105mm_alt" ] = level.weaponReadyToFire[ "ac130_105mm" ];
level.ac130_Speed[ "move" ] = 250;
level.ac130_Speed[ "rotate" ] = 70;
level.enemiesKilledByPlayer = 0;
//flag_init( "ir_beakons_on" );
flag_init( "allow_context_sensative_dialog" );
flag_init( "clear_to_engage" );
flag_init( "player_changed_weapons" );
level.ac130 = spawn( "script_model", level.player getOrigin() );
level.ac130 setModel( "c130_zoomrig" );
level.ac130.angles = ( 0, level.player.angles[ 1 ], 0 );
// preaching done
// first wait command called below
// no more coop ac130 - just assume level.player is the gunner
if ( !isdefined( player ) )
{
flag_wait( "character_selected" );
level.ac130player = maps\_loadout::coop_gamesetup_ac130();// coop_gamesetup();
}
else
{
level.ac130player = player;
}
level.ac130gunner = level.ac130player;
level.ac130player takeallweapons();
level.ac130player.ignoreme = true;
level.ac130player ThermalVisionOn();
level.ac130player ThermalVisionFOFOverlayOn();
level.ac130player LaserAltViewOn();
level.ac130_fontscale = 2.5;
level.ac130_crosshair_size_x = 640;
level.ac130_crosshair_size_y = 480;
level.ac130_right_hud_offset = 0;
level.ac130_left_hud_offset = 0;
if ( IsSplitscreen() )
{
level.ac130_fontscale = 1.5;
level.ac130_crosshair_size_x = int( 640 * 0.8 );
level.ac130_crosshair_size_y = int( 480 * 0.8 );
if ( level.ac130player == level.player )
{
level.ac130_left_hud_offset = 0;
level.ac130_right_hud_offset = -20;
}
else
{
level.ac130_left_hud_offset = 20;
level.ac130_right_hud_offset = 0;
}
}
if ( is_coop() )
{
level.ac130player hide();
level.ac130player.has_no_ir = true;
}
setsaveddvar( "scr_dof_enable", "0" );
// reset ac130 position after character switch
level.ac130.origin = level.ac130player getOrigin();
level.ac130 hide();
if ( getdvar( "ac130_alternate_controls", "0" ) == "0" )
{
level.ac130player giveweapon( "ac130_105mm" );
level.ac130player switchtoweapon( "ac130_105mm" );
}
else
{
level.ac130player giveweapon( "ac130_105mm_alt" );
level.ac130player switchtoweapon( "ac130_105mm_alt" );
}
level.ac130player SetActionSlot( 1, "" );
Setammo();
if ( getdvar( "ac130_enabled", "1" ) == "1" )
{
thread overlay();
thread HUDItemsOff();
thread attachPlayer();
thread changeWeapons();
thread weaponFiredThread();
thread thermalVision();
if ( getdvar( "ac130_pre_engagement_mode", "2" ) == "1" )
thread failMissionForEngaging();
if ( getdvar( "ac130_pre_engagement_mode", "2" ) == "2" )
thread nofireCrossHair();
thread context_Sensative_Dialog();
thread shotFired();
thread clouds();
thread maps\_ac130_amb::main();
thread rotatePlane( "on" );
thread hud_target_blink_timer();
thread ac130_spawn();
}
}
ac130_spawn()
{
wait 0.05;
if ( !is_coop() )
return;
ac130model = spawn( "script_model", level.ac130 getTagOrigin( "tag_player" ) );
ac130model setModel( "vehicle_ac130_coop" );
ac130model playLoopSound( "veh_ac130_ext_dist" );
ac130model linkTo( level.ac130, "tag_player", ( 0, 0, 100 ), ( -25, 0, 0 ) );
}
overlay()
{
wait 0.05;
if ( isdefined( level.doing_cinematic ) )
level waittill( "introscreen_black" );
level.HUDItem = [];
level.HUDItem[ "crosshairs" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "crosshairs" ].x = 0;
level.HUDItem[ "crosshairs" ].y = 0;
level.HUDItem[ "crosshairs" ].alignX = "center";
level.HUDItem[ "crosshairs" ].alignY = "middle";
level.HUDItem[ "crosshairs" ].horzAlign = "center";
level.HUDItem[ "crosshairs" ].vertAlign = "middle";
level.HUDItem[ "crosshairs" ] setshader( "ac130_overlay_105mm", level.ac130_crosshair_size_x, level.ac130_crosshair_size_y );
level.HUDItem[ "crosshairs" ].sort = -2;
if ( getdvar( "ac130_hud_text_misc", "1" ) == "1" )
{
level.HUDItem[ "hud_text_top" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "hud_text_top" ].x = 0 + level.ac130_left_hud_offset;
level.HUDItem[ "hud_text_top" ].y = 0;
level.HUDItem[ "hud_text_top" ].alignX = "left";
level.HUDItem[ "hud_text_top" ].alignY = "top";
level.HUDItem[ "hud_text_top" ].horzAlign = "left";
level.HUDItem[ "hud_text_top" ].vertAlign = "top";
level.HUDItem[ "hud_text_top" ].fontScale = level.ac130_fontscale;
// \n0 A-G MAN NARO
level.HUDItem[ "hud_text_top" ] settext( &"AC130_HUD_TOP_BAR" );
level.HUDItem[ "hud_text_top" ].alpha = 1.0;
level.HUDItem[ "hud_text_left" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "hud_text_left" ].x = 0 + level.ac130_left_hud_offset;
level.HUDItem[ "hud_text_left" ].y = 60;
level.HUDItem[ "hud_text_left" ].alignX = "left";
level.HUDItem[ "hud_text_left" ].alignY = "top";
level.HUDItem[ "hud_text_left" ].horzAlign = "left";
level.HUDItem[ "hud_text_left" ].vertAlign = "top";
level.HUDItem[ "hud_text_left" ].fontScale = level.ac130_fontscale;
// RAY\nFF 30\nLIR\n\nBORE
level.HUDItem[ "hud_text_left" ] settext( &"AC130_HUD_LEFT_BLOCK" );
level.HUDItem[ "hud_text_left" ].alpha = 1.0;
level.HUDItem[ "hud_text_right" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "hud_text_right" ].x = 0 + level.ac130_right_hud_offset;
level.HUDItem[ "hud_text_right" ].y = 50;
level.HUDItem[ "hud_text_right" ].alignX = "right";
level.HUDItem[ "hud_text_right" ].alignY = "top";
level.HUDItem[ "hud_text_right" ].horzAlign = "right";
level.HUDItem[ "hud_text_right" ].vertAlign = "top";
level.HUDItem[ "hud_text_right" ].fontScale = level.ac130_fontscale;
// N\nT\n\nS\nF\n\nQ\nZ\n\nT\nG\nT
if ( IsSplitscreen() )
{
level.HUDItem[ "hud_text_right" ] settext( &"AC130_HUD_RIGHT_BLOCK_SHORT" );
}
else
{
level.HUDItem[ "hud_text_right" ] settext( &"AC130_HUD_RIGHT_BLOCK" );
}
level.HUDItem[ "hud_text_right" ].alpha = 1.0;
level.HUDItem[ "hud_text_bottom" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "hud_text_bottom" ].x = 0;
level.HUDItem[ "hud_text_bottom" ].y = 0;
level.HUDItem[ "hud_text_bottom" ].alignX = "center";
level.HUDItem[ "hud_text_bottom" ].alignY = "bottom";
level.HUDItem[ "hud_text_bottom" ].horzAlign = "center";
level.HUDItem[ "hud_text_bottom" ].vertAlign = "bottom";
level.HUDItem[ "hud_text_bottom" ].fontScale = level.ac130_fontscale;
// L1514 RDY
level.HUDItem[ "hud_text_bottom" ] settext( &"AC130_HUD_BOTTOM_BLOCK" );
level.HUDItem[ "hud_text_bottom" ].alpha = 1.0;
}
if ( getdvar( "ac130_hud_text_thermal", "1" ) == "1" )
{
level.HUDItem[ "thermal_mode" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "thermal_mode" ].x = -80 + level.ac130_right_hud_offset;
level.HUDItem[ "thermal_mode" ].y = 50;
level.HUDItem[ "thermal_mode" ].alignX = "right";
level.HUDItem[ "thermal_mode" ].alignY = "top";
level.HUDItem[ "thermal_mode" ].horzAlign = "right";
level.HUDItem[ "thermal_mode" ].vertAlign = "top";
level.HUDItem[ "thermal_mode" ].fontScale = level.ac130_fontscale;
// WHOT
level.HUDItem[ "thermal_mode" ] settext( &"AC130_HUD_THERMAL_WHOT" );
level.HUDItem[ "thermal_mode" ].alpha = 1.0;
}
if ( getdvar( "ac130_hud_text_weapons", "1" ) == "1" )
{
level.HUDItem[ "weapon_text" ][ 0 ] = newClientHudElem( level.ac130player );
level.HUDItem[ "weapon_text" ][ 0 ].x = 0 + level.ac130_left_hud_offset;
level.HUDItem[ "weapon_text" ][ 0 ].y = 0;
level.HUDItem[ "weapon_text" ][ 0 ].alignX = "left";
level.HUDItem[ "weapon_text" ][ 0 ].alignY = "bottom";
level.HUDItem[ "weapon_text" ][ 0 ].horzAlign = "left";
level.HUDItem[ "weapon_text" ][ 0 ].vertAlign = "bottom";
level.HUDItem[ "weapon_text" ][ 0 ].fontScale = level.ac130_fontscale;
// 105 mm
level.HUDItem[ "weapon_text" ][ 0 ] settext( &"AC130_HUD_WEAPON_105MM" );
level.HUDItem[ "weapon_text" ][ 0 ].alpha = 1.0;
level.HUDItem[ "weapon_text" ][ 1 ] = newClientHudElem( level.ac130player );
level.HUDItem[ "weapon_text" ][ 1 ].x = 0 + level.ac130_left_hud_offset;
level.HUDItem[ "weapon_text" ][ 1 ].y = -30;
level.HUDItem[ "weapon_text" ][ 1 ].alignX = "left";
level.HUDItem[ "weapon_text" ][ 1 ].alignY = "bottom";
level.HUDItem[ "weapon_text" ][ 1 ].horzAlign = "left";
level.HUDItem[ "weapon_text" ][ 1 ].vertAlign = "bottom";
level.HUDItem[ "weapon_text" ][ 1 ].fontScale = level.ac130_fontscale;
// 40 mm
level.HUDItem[ "weapon_text" ][ 1 ] settext( &"AC130_HUD_WEAPON_40MM" );
level.HUDItem[ "weapon_text" ][ 1 ].alpha = 1.0;
level.HUDItem[ "weapon_text" ][ 2 ] = newClientHudElem( level.ac130player );
level.HUDItem[ "weapon_text" ][ 2 ].x = 0 + level.ac130_left_hud_offset;
level.HUDItem[ "weapon_text" ][ 2 ].y = -60;
level.HUDItem[ "weapon_text" ][ 2 ].alignX = "left";
level.HUDItem[ "weapon_text" ][ 2 ].alignY = "bottom";
level.HUDItem[ "weapon_text" ][ 2 ].horzAlign = "left";
level.HUDItem[ "weapon_text" ][ 2 ].vertAlign = "bottom";
level.HUDItem[ "weapon_text" ][ 2 ].fontScale = level.ac130_fontscale;
// 25 mm
level.HUDItem[ "weapon_text" ][ 2 ] settext( &"AC130_HUD_WEAPON_25MM" );
level.HUDItem[ "weapon_text" ][ 2 ].alpha = 1.0;
}
thread hud_timer();
thread overlay_coords();
thread blink_hud_elem( 0 );
if ( getdvar( "ac130_thermal_enabled", "1" ) == "1" )
{
level.HUDItem[ "grain" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "grain" ].x = 0;
level.HUDItem[ "grain" ].y = 0;
level.HUDItem[ "grain" ].alignX = "left";
level.HUDItem[ "grain" ].alignY = "top";
level.HUDItem[ "grain" ].horzAlign = "fullscreen";
level.HUDItem[ "grain" ].vertAlign = "fullscreen";
level.HUDItem[ "grain" ] setshader( "ac130_overlay_grain", 640, 480 );
level.HUDItem[ "grain" ].alpha = 0.4;
level.HUDItem[ "grain" ].sort = -3;
}
if ( getdvar( "ac130_thermal_enabled", "1" ) == "1" )
thread ac130ShellShock();
wait 0.05;
if ( !is_coop() )
setsaveddvar( "g_friendlynamedist", 0 );
else
setsaveddvar( "g_friendlynamedist", 2000 );
// sets dvar for ac130 player number for menu to hide the correct HUD components
setdvar( "ac130_player_num", 1 );
if ( level.ac130player == level.player )
setdvar( "ac130_player_num", 0 );
if ( !is_coop() )
setsaveddvar( "compass", 0 );
if ( getdvar( "ac130_thermal_enabled", "1" ) == "1" )
{
level.ac130player SetBlurForPlayer( 1.2, 0 );
}
}
HUDItemsOff()
{
for ( ;; )
{
if ( getdvarint( "ac130_post_effects_enabled", 1 ) == 0 )
break;
wait 1.0;
}
level notify( "post_effects_disabled" );
level.ac130player SetBlurForPlayer( 0, 0 );
hud_items = [];
hud_items[ hud_items.size ] = "hud_text_top";
hud_items[ hud_items.size ] = "hud_text_left";
hud_items[ hud_items.size ] = "hud_text_right";
hud_items[ hud_items.size ] = "hud_text_bottom";
hud_items[ hud_items.size ] = "thermal_mode";
hud_items[ hud_items.size ] = "grain";
hud_items[ hud_items.size ] = "timer";
hud_items[ hud_items.size ] = "coordinate_long";
hud_items[ hud_items.size ] = "coordinate_lat";
hud_items[ hud_items.size ] = "coordinate_agl";
for ( i = 0 ; i < hud_items.size ; i++ )
{
if ( isdefined( level.HUDItem[ hud_items[ i ] ] ) )
level.HUDItem[ hud_items[ i ] ] destroy();
}
}
hud_timer()
{
if ( is_specialop() )
{
return;
}
if ( getdvar( "ac130_hud_text_misc", "1" ) == "0" )
return;
level endon( "post_effects_disabled" );
level.HUDItem[ "timer" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "timer" ].x = -100;
level.HUDItem[ "timer" ].y = 0;
level.HUDItem[ "timer" ].alignX = "right";
level.HUDItem[ "timer" ].alignY = "bottom";
level.HUDItem[ "timer" ].horzAlign = "right";
level.HUDItem[ "timer" ].vertAlign = "bottom";
level.HUDItem[ "timer" ].fontScale = level.ac130_fontscale;
level.HUDItem[ "timer" ] setTimer( 1.0 );
level.HUDItem[ "timer" ].alpha = 1.0;
level waittill( "start_clock" );
level.HUDItem[ "timer" ] setTimerUp( 1.0 );
}
overlay_coords()
{
if ( getdvar( "ac130_hud_text_misc", "1" ) == "0" )
return;
level.HUDItem[ "coordinate_long" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "coordinate_long" ].x = -100 + level.ac130_right_hud_offset;
level.HUDItem[ "coordinate_long" ].y = 0;
level.HUDItem[ "coordinate_long" ].alignX = "right";
level.HUDItem[ "coordinate_long" ].alignY = "top";
level.HUDItem[ "coordinate_long" ].horzAlign = "right";
level.HUDItem[ "coordinate_long" ].vertAlign = "top";
level.HUDItem[ "coordinate_long" ].fontScale = level.ac130_fontscale;
level.HUDItem[ "coordinate_long" ].alpha = 1.0;
level.HUDItem[ "coordinate_lat" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "coordinate_lat" ].x = 0 + level.ac130_right_hud_offset;
level.HUDItem[ "coordinate_lat" ].y = 0;
level.HUDItem[ "coordinate_lat" ].alignX = "right";
level.HUDItem[ "coordinate_lat" ].alignY = "top";
level.HUDItem[ "coordinate_lat" ].horzAlign = "right";
level.HUDItem[ "coordinate_lat" ].vertAlign = "top";
level.HUDItem[ "coordinate_lat" ].fontScale = level.ac130_fontscale;
level.HUDItem[ "coordinate_lat" ].alpha = 1.0;
level.HUDItem[ "coordinate_agl" ] = newClientHudElem( level.ac130player );
level.HUDItem[ "coordinate_agl" ].x = 0 + level.ac130_right_hud_offset;
level.HUDItem[ "coordinate_agl" ].y = 20;
level.HUDItem[ "coordinate_agl" ].alignX = "right";
level.HUDItem[ "coordinate_agl" ].alignY = "top";
level.HUDItem[ "coordinate_agl" ].horzAlign = "right";
level.HUDItem[ "coordinate_agl" ].vertAlign = "top";
level.HUDItem[ "coordinate_agl" ].fontScale = level.ac130_fontscale;
// &&1 AGL
level.HUDItem[ "coordinate_agl" ].label = ( &"AC130_HUD_AGL" );
level.HUDItem[ "coordinate_agl" ].alpha = 1.0;
level endon( "post_effects_disabled" );
wait 0.05;
for ( ;; )
{
level.HUDItem[ "coordinate_long" ] setValue( abs( int( level.ac130player.origin[ 0 ] ) ) );
level.HUDItem[ "coordinate_lat" ] setValue( abs( int( level.ac130player.origin[ 1 ] ) ) );
pos = physicstrace( level.ac130player.origin, level.ac130player.origin - ( 0, 0, 100000 ) );
if ( ( isdefined( pos ) ) && ( isdefined( pos[ 2 ] ) ) )
{
alt = ( ( level.ac130player.origin[ 2 ] - pos[ 2 ] ) * 1.5 );
level.HUDItem[ "coordinate_agl" ] setValue( abs( int( alt ) ) );
}
wait( 0.75 + randomfloat( 2 ) );
}
}
ac130ShellShock()
{
level endon( "post_effects_disabled" );
duration = 5;
for ( ;; )
{
level.ac130player shellshock( "ac130", duration );
wait duration;
}
}
rotatePlane( toggle )
{
level notify( "stop_rotatePlane_thread" );
level endon( "stop_rotatePlane_thread" );
if ( toggle == "on" )
{
rampupDegrees = 10;
rotateTime = ( level.ac130_Speed[ "rotate" ] / 360 ) * rampupDegrees;
level.ac130 rotateyaw( level.ac130.angles[ 2 ] + rampupDegrees, rotateTime, rotateTime, 0 );
for ( ;; )
{
level.ac130 rotateyaw( 360, level.ac130_Speed[ "rotate" ] );
wait level.ac130_Speed[ "rotate" ];
}
}
else if ( toggle == "off" )
{
slowdownDegrees = 10;
rotateTime = ( level.ac130_Speed[ "rotate" ] / 360 ) * slowdownDegrees;
level.ac130 rotateyaw( level.ac130.angles[ 2 ] + slowdownDegrees, rotateTime, 0, rotateTime );
}
}
attachPlayer()
{
level.ac130player playerLinkToDelta( level.ac130, "tag_player", 1.0, 65, 65, 40, 40 );
wait 0.05;
level.ac130player allowProne( false );
level.ac130player allowCrouch( false );
level.ac130player setplayerangles( level.ac130 getTagAngles( "tag_player" ) );
if ( !is_coop() )
{
SetSavedDvar( "ammoCounterHide", "1" );
SetSavedDvar( "hud_showStance", 0 );
}
}
getRealAC130Angles()
{
angle = level.ac130.angles[ 1 ];
while ( angle >= 360 )
angle -= 360;
while ( angle < 0 )
angle += 360;
return angle;
}
getFlyingAC130AnglesToPoint( vec )
{
destAng = vectorToAngles( level.ac130.origin - vec );
destAng = destAng[ 1 ] + 90;
while ( destAng >= 360 )
destAng -= 360;
while ( destAng < 0 )
destAng += 360;
return destAng;
}
movePlaneToWaypoint( sWaypointTargetname, rotationWait )
{
assert( isdefined( sWaypointTargetname ) );
waypoint = getent( sWaypointTargetname, "targetname" );
assert( isdefined( waypoint ) );
assert( isdefined( waypoint.origin ) );
movePlaneToPoint( waypoint.origin, rotationWait );
}
movePlaneToPoint( coordinate, rotationWait )
{
level notify( "ac130_reposition" );
level endon( "ac130_reposition" );
if ( !isdefined( rotationWait ) )
rotationWait = false;
d = distance( level.ac130.origin, coordinate );
moveTime = ( d / level.ac130_Speed[ "move" ] );
if ( moveTime <= 0 )
return;
accel = moveTime / 2;
decel = moveTime / 2;
if ( rotationWait )
{
thread rotatePlane( "off" );
// find how many more degrees the plane should turn before facing the right direction
angDiff = getFlyingAC130AnglesToPoint( coordinate ) - getRealAC130Angles();
if ( angDiff < 0 )
angDiff = 360 - abs( angDiff );
//iprintln( "angle differance: " + angDiff );
// if the plane isn't close enough to the desired angles then rotate it until the plane is facing it's flying direction
planeCanFly = false;
angleTollerance = 20;
if ( ( angDiff > 0 ) && ( angDiff <= angleTollerance ) )
planeCanFly = true;
if ( ( angDiff > 360 - angleTollerance ) && ( angDiff < 360 ) )
planeCanFly = true;
if ( !planeCanFly )
{
//iprintln( "waiting for plane to rotate " + angDiff + " degrees" );
//assert( angDiff - 20 > 0 );
rotateTime = ( level.ac130_Speed[ "rotate" ] / 360 ) * angDiff;
decelTime = 0;
if ( rotateTime > 3.0 )
decelTime = 3.0;
assert( rotateTime > 0 );
level.ac130 rotateyaw( angDiff, rotateTime, 0, decelTime );
wait rotateTime - decelTime;
thread ac130_move_out();
}
}
level.ac130 moveto( coordinate, moveTime, accel, decel );
if ( moveTime > 2.0 )
{
wait( moveTime - 2.0 );
level notify( "ac130_almost_at_destination" );
if ( rotationWait )
thread rotatePlane( "on" );
wait 2.0;
}
else
{
wait moveTime;
if ( rotationWait )
thread rotatePlane( "on" );
}
}
ac130_move_in()
{
if ( isdefined( level.ac130_moving_in ) )
return;
level.ac130_moving_in = true;
level.ac130_moving_out = undefined;
thread context_Sensative_Dialog_Play_Random_Group_Sound( "plane", "rolling_in", true );
level.ac130 useAnimTree( #animtree );
level.ac130 setflaggedanim( "ac130_move_in", %ac130_move_in, 1.0, 0.2, 0.1 );
level.ac130 waittillmatch( "ac130_move_in", "end" );
level.ac130_moving_in = undefined;
}
ac130_move_out()
{
if ( isdefined( level.ac130_moving_out ) )
return;
level.ac130_moving_out = true;
level.ac130_moving_in = undefined;
level.ac130 useAnimTree( #animtree );
level.ac130 setflaggedanim( "ac130_move_out", %ac130_move_out, 1.0, 0.2, 0.3 );
level.ac130 waittillmatch( "ac130_move_out", "end" );
level.ac130_moving_out = undefined;
}
changeWeapons()
{
level.ac130_weapon = [];
level.ac130_weapon[ 0 ] = spawnstruct();
level.ac130_weapon[ 0 ].overlay = "ac130_overlay_105mm";
level.ac130_weapon[ 0 ].fov = "55";
level.ac130_weapon[ 0 ].name = "105mm";
// 105 mm
level.ac130_weapon[ 0 ].string = ( &"AC130_HUD_WEAPON_105MM" );
level.ac130_weapon[ 0 ].hudelem_y = -20;
level.ac130_weapon[ 1 ] = spawnstruct();
level.ac130_weapon[ 1 ].overlay = "ac130_overlay_40mm";
level.ac130_weapon[ 1 ].fov = "25";
level.ac130_weapon[ 1 ].name = "40mm";
// 40 mm
level.ac130_weapon[ 1 ].string = ( &"AC130_HUD_WEAPON_40MM" );
level.ac130_weapon[ 1 ].hudelem_y = -40;
level.ac130_weapon[ 2 ] = spawnstruct();
level.ac130_weapon[ 2 ].overlay = "ac130_overlay_25mm";
level.ac130_weapon[ 2 ].fov = "10";
level.ac130_weapon[ 2 ].name = "25mm";
// 25 mm
level.ac130_weapon[ 2 ].string = ( &"AC130_HUD_WEAPON_25MM" );
level.ac130_weapon[ 2 ].hudelem_y = -60;
if ( getdvar( "ac130_alternate_controls", "0" ) == "0" )
{
level.ac130_weapon[ 0 ].weapon = "ac130_105mm";
level.ac130_weapon[ 1 ].weapon = "ac130_40mm";
level.ac130_weapon[ 2 ].weapon = "ac130_25mm";
}
else
{
level.ac130_weapon[ 0 ].weapon = "ac130_105mm_alt";
level.ac130_weapon[ 1 ].weapon = "ac130_40mm_alt";
level.ac130_weapon[ 2 ].weapon = "ac130_25mm_alt";
}
currentWeapon = 0;
level.currentWeapon = level.ac130_weapon[ currentWeapon ].name;
thread fire_screenShake();
notifyOnCommand( "switch weapons", "weapnext" );
wait 0.05;
level.initialFOV = int( getdvar( "cg_fov" ) );
assert( isdefined( level.initialFOV ) );
assert( level.initialFOV > 0 );
for ( ;; )
{
level.ac130player waittill( "switch weapons" );
// no weapon changes allowed during cinematic
if ( isdefined( level.doing_cinematic ) )
{
wait 0.05;
continue;
}
level.ac130player notify( "shot weapon" );
currentWeapon++ ;
if ( currentWeapon >= level.ac130_weapon.size )
currentWeapon = 0;
level.currentWeapon = level.ac130_weapon[ currentWeapon ].name;
level.HUDItem[ "crosshairs" ] setshader( level.ac130_weapon[ currentWeapon ].overlay, level.ac130_crosshair_size_x, level.ac130_crosshair_size_y );
thread blink_crosshairs( level.ac130_weapon[ currentWeapon ].weapon );
thread blink_hud_elem( currentWeapon );
if ( getdvar( "ac130_alternate_controls", "0" ) == "0" )
{
//setsaveddvar( "cg_fov", level.ac130_weapon[currentWeapon].fov );
targetFOV = int( level.ac130_weapon[ currentWeapon ].fov );
fovFraction = targetFOV / level.initialFOV;
fovFraction = cap_value( fovFraction, 0.2, 2.0 );
if ( level.ac130player == level.player )
setsaveddvar( "cg_playerFovScale0", fovFraction );
else
setsaveddvar( "cg_playerFovScale1", fovFraction );
}
level.ac130player takeallweapons();
level.ac130player giveweapon( level.ac130_weapon[ currentWeapon ].weapon );
level.playerWeapon = level.ac130_weapon[ currentWeapon ].weapon;
level.ac130player switchtoweapon( level.ac130_weapon[ currentWeapon ].weapon );
setAmmo();
level.ac130player thread play_sound_on_entity( "ac130_weapon_switch" );
flag_set( "player_changed_weapons" );
}
}
blink_hud_elem( curentWeapon )
{
level notify( "blinking_weapon_name_hud_elem" );
level endon( "blinking_weapon_name_hud_elem" );
if ( !isdefined( level.HUDItem[ "weapon_text" ] ) )
return;
for ( i = 0 ; i < level.HUDItem[ "weapon_text" ].size ; i++ )
level.HUDItem[ "weapon_text" ][ i ].alpha = 0.5;
level.HUDItem[ "weapon_text" ][ curentWeapon ].alpha = 1;
for ( ;; )
{
level.HUDItem[ "weapon_text" ][ curentWeapon ] fadeOverTime( 0.2 );
level.HUDItem[ "weapon_text" ][ curentWeapon ].alpha = 0;
wait 0.2;
level.HUDItem[ "weapon_text" ][ curentWeapon ] fadeOverTime( 0.2 );
level.HUDItem[ "weapon_text" ][ curentWeapon ].alpha = 1;
wait 0.2;
}
}
blink_crosshairs( weaponName )
{
level notify( "stop_blinking_crosshairs" );
level endon( "stop_blinking_crosshairs" );
level.HUDItem[ "crosshairs" ].alpha = 1;
if ( !issubstr( tolower( weaponName ), "105" ) )
return;
waittillframeend;
if ( level.weaponReadyToFire[ weaponName ] )
return;
for ( ;; )
{
level.HUDItem[ "crosshairs" ] fadeOverTime( 0.3 );
level.HUDItem[ "crosshairs" ].alpha = 0;
wait 0.3;
level.HUDItem[ "crosshairs" ] fadeOverTime( 0.3 );
level.HUDItem[ "crosshairs" ].alpha = 1;
wait 0.3;
}
}
blink_crosshairs_stop()
{
level notify( "stop_blinking_crosshairs" );
level.HUDItem[ "crosshairs" ].alpha = 1;
}
weaponFiredThread()
{
for ( ;; )
{
level.ac130player waittill( "weapon_fired" );
weaponList = level.ac130player GetWeaponsListPrimaries();
assert( isdefined( weaponList[ 0 ] ) );
if ( !level.weaponReadyToFire[ weaponList[ 0 ] ] )
continue;
if ( is_coop() )
thread weaponFiredCoOpTracer( weaponList[ 0 ] );
thread blink_crosshairs( weaponList[ 0 ] );
thread weaponReload( weaponList[ 0 ] );
}
}
weaponReload( weapon )
{
level.weaponReadyToFire[ weapon ] = false;
wait level.weaponReloadTime[ weapon ] - 0.05;
level.weaponReadyToFire[ weapon ] = true;
setAmmo();
}
weaponFiredCoOpTracer( weaponName )
{
// Only play muzzle effects for 105mm and 40mm
muzzleFX = undefined;
if ( issubstr( tolower( weaponName ), "105" ) )
muzzleFX = level._effect[ "coop_muzzleflash_105mm" ];
else if ( issubstr( tolower( weaponName ), "40" ) )
muzzleFX = level._effect[ "coop_muzzleflash_40mm" ];
if ( !isdefined( muzzleFX ) )
return;
// Trace to where the player is looking
direction = level.ac130player getPlayerAngles();
direction_vec = anglesToForward( direction );
eye = level.ac130player getEye();
// Play muzzleflash effect
playFX( muzzleFX, eye, direction_vec );
}
thermalVision()
{
level.ac130player endon( "death" );
if ( getdvar( "ac130_thermal_enabled", "1" ) != "1" )
return;
level.ac130player visionSetThermalForPlayer( "ac130", 0 );
inverted = "0";
notifyOnCommand( "switch thermal", "+usereload" );
notifyOnCommand( "switch thermal", "+activate" );
for ( ;; )
{
level.ac130player waittill( "switch thermal" );
// no thermal changes allowed during cinematic
if ( isdefined( level.doing_cinematic ) )
{
wait 0.05;
continue;
}
if ( inverted == "0" )
{
level.ac130player visionSetThermalForPlayer( "missilecam", 0.62 );
if ( isdefined( level.HUDItem[ "thermal_mode" ] ) )
// BHOT
level.HUDItem[ "thermal_mode" ] settext( &"AC130_HUD_THERMAL_BHOT" );
inverted = "1";
}
else
{
level.ac130player visionSetThermalForPlayer( "ac130", 0.51 );
if ( isdefined( level.HUDItem[ "thermal_mode" ] ) )
// WHOT
level.HUDItem[ "thermal_mode" ] settext( &"AC130_HUD_THERMAL_WHOT" );
inverted = "0";
}
}
}
setAmmo()
{
level notify( "setting_ammo" );
level endon( "setting_ammo" );
if ( flag( "clear_to_engage" ) )
ammoCount = 1;
else
ammoCount = 0;
weaponList = level.ac130player GetWeaponsListPrimaries();
for ( i = 0 ; i < weaponList.size ; i++ )
{
// only add the ammo if the gun is reloaded
if ( level.weaponReadyToFire[ weaponList[ i ] ] )
level.ac130player SetWeaponAmmoClip( weaponList[ i ], ammoCount );
}
}
failMissionForEngaging()
{
level endon( "clear_to_engage" );
level.ac130player waittill( "weapon_fired" );
wait 2;
if ( !flag( "mission_failed" ) )
{
flag_set( "mission_failed" );
setdvar( "ui_deadquote", "@AC130_DO_NOT_ENGAGE" );
maps\_utility::missionFailedWrapper();
}
}
nofireCrossHair()
{
level endon( "clear_to_engage" );
if ( flag( "clear_to_engage" ) )
return;
level.ac130_nofire = newClientHudElem( level.ac130player );
level.ac130_nofire.x = 0;
level.ac130_nofire.y = 0;
level.ac130_nofire.alignX = "center";
level.ac130_nofire.alignY = "middle";
level.ac130_nofire.horzAlign = "center";
level.ac130_nofire.vertAlign = "middle";
level.ac130_nofire setshader( "ac130_overlay_nofire", 64, 64 );
thread nofireCrossHair_Remove();
level.ac130_nofire.alpha = 0;
for ( ;; )
{
while ( level.ac130player attackButtonPressed() )
{
// no red x allowed during cinematic
if ( isdefined( level.doing_cinematic ) )
{
wait 0.05;
break;
}
level.ac130_nofire.alpha = 1;
level.ac130_nofire fadeOverTime( 1.0 );
level.ac130_nofire.alpha = 0;
wait 1.0;
}
wait 0.05;
}
}
nofireCrossHair_Remove()
{
level waittill( "clear_to_engage" );
level.ac130_nofire destroy();
thread setAmmo();
}
fire_screenShake()
{
for ( ;; )
{
level.ac130player waittill( "weapon_fired" );
if ( level.currentWeapon == "105mm" )
{
if ( ( getdvar( "ac130_pre_engagement_mode", "2" ) == "2" ) && ( !flag( "clear_to_engage" ) ) )
continue;
thread gun_fired_and_ready_105mm();
//earthquake(<scale>,<duration>,<source>,<radius>)
earthquake( 0.2, 1, level.ac130player.origin, 1000 );
}
else
if ( level.currentWeapon == "40mm" )
{
if ( ( getdvar( "ac130_pre_engagement_mode", "2" ) == "2" ) && ( !flag( "clear_to_engage" ) ) )
continue;
//earthquake(<scale>,<duration>,<source>,<radius>)
earthquake( 0.1, 0.5, level.ac130player.origin, 1000 );
}
wait 0.05;
}
}
clouds()
{
level endon( "stop_clounds" );
wait 6;
clouds_create();
for ( ;; )
{
wait( randomfloatrange( 40, 80 ) );
clouds_create();
}
}
clouds_create()
{
if ( ( isdefined( level.playerWeapon ) ) && ( issubstr( tolower( level.playerWeapon ), "25" ) ) )
return;
playfxontag( level._effect[ "cloud" ], level.ac130, "tag_player" );
}
gun_fired_and_ready_105mm()
{
level notify( "gun_fired_and_ready_105mm" );
level endon( "gun_fired_and_ready_105mm" );
wait 0.5;
if ( randomint( 2 ) == 0 )
thread context_Sensative_Dialog_Play_Random_Group_Sound( "weapons", "105mm_fired" );
wait 5.0;
thread blink_crosshairs_stop();
thread context_Sensative_Dialog_Play_Random_Group_Sound( "weapons", "105mm_ready" );
}
getFriendlysCenter()
{
//returns vector which is the center mass of all friendlies
averageVec = undefined;
friendlies = getaiarray( "allies" );
if ( !isdefined( friendlies ) )
return( 0, 0, 0 );
if ( friendlies.size <= 0 )
return( 0, 0, 0 );
for ( i = 0 ; i < friendlies.size ; i++ )
{
if ( !isdefined( averageVec ) )
averageVec = friendlies[ i ].origin;
else
averageVec += friendlies[ i ].origin;
}
averageVec = ( ( averageVec[ 0 ] / friendlies.size ), ( averageVec[ 1 ] / friendlies.size ), ( averageVec[ 2 ] / friendlies.size ) );
return averageVec;
}
shotFired()
{
for ( ;; )
{
level.ac130player waittill( "projectile_impact", weaponName, position, radius );
thread shotFiredFriendlyProximity( weaponName, position );
if ( issubstr( tolower( weaponName ), "105" ) )
{
earthquake( 0.4, 1.0, position, 3500 );
thread shotFiredDarkScreenOverlay();
}
else if ( issubstr( tolower( weaponName ), "40" ) )
{
earthquake( 0.2, 0.5, position, 2000 );
}
thread shotFiredBadPlace( position, weaponName );
if ( getdvar( "ac130_ragdoll_deaths", "1" ) == "1" )
thread shotFiredPhysicsSphere( position, weaponName );
wait 0.05;
}
}
shotFiredFriendlyProximity( weaponName, position )
{
if ( !isdefined( level.weaponFriendlyCloseDistance[ weaponName ] ) )
return;
trigger_origin = position - ( 0, 0, 50 );
trigger_radius = level.weaponFriendlyCloseDistance[ weaponName ];
trigger_height = 300;
trigger_spawnflags = 2; // AI_ALLIES AND THE PLAYER // keept the ai if it ever get used with friendlies again.
trigger_lifetime = 1.0;
prof_begin( "ac130_friendly_proximity_check" );
trigger = spawn( "trigger_radius", trigger_origin, trigger_spawnflags, trigger_radius, trigger_height );
prof_end( "ac130_friendly_proximity_check" );
level thread shotFiredFriendlyProximity_trigger( trigger, trigger_lifetime );
if ( getdvar( "ac130_debug_weapons", "0" ) == "1" )
{
thread debug_circle( trigger_origin, trigger_radius, trigger_lifetime, level.color[ "white" ], undefined, true );
thread debug_circle( trigger_origin + ( 0, 0, trigger_height ), trigger_radius, trigger_lifetime, level.color[ "white" ], undefined, true );
}
}
shotFiredFriendlyProximity_trigger( trigger, trigger_lifetime )
{
trigger endon( "timeout" );
level thread shotFiredFriendlyProximity_trigger_timeout( trigger, trigger_lifetime );
trigger waittill( "trigger" );
// don't play warning dialog if one played within the last 5 seconds.
prof_begin( "ac130_friendly_proximity_check" );
if ( ( isdefined( level.lastFriendlyProximityWarningPlayed ) ) && ( gettime() - level.lastFriendlyProximityWarningPlayed < 7000 ) )
{
prof_end( "ac130_friendly_proximity_check" );
return;
}
level.lastFriendlyProximityWarningPlayed = gettime();
prof_end( "ac130_friendly_proximity_check" );
thread playSoundOverRadio( level.scr_sound[ "fco" ][ "ac130_fco_firingtoclose" ], true, 5.0 );
}
shotFiredFriendlyProximity_trigger_timeout( trigger, trigger_lifetime )
{
wait trigger_lifetime;
trigger notify( "timeout" );
trigger delete();
}
shotFiredBadPlace( center, weapon )
{
// no new badplace if more then 20
if ( level.badplaceCount >= level.badplaceMax )
return;
assert( isdefined( level.badplaceRadius[ weapon ] ) );
badplace_cylinder( "", level.badplaceDuration[ weapon ], center, level.badplaceRadius[ weapon ], level.badplaceRadius[ weapon ], "axis" );
thread shotFiredBadPlaceCount( level.badplaceDuration[ weapon ] );
if ( getdvar( "ac130_debug_weapons", "0" ) == "1" )
thread debug_circle( center, level.badplaceRadius[ weapon ], level.badplaceDuration[ weapon ], level.color[ "blue" ], undefined, true );
}
shotFiredBadPlaceCount( durration )
{
assert( level.badplaceCount >= 0 );
assert( level.badplaceCount < level.badplaceMax );
level.badplaceCount++;
wait durration;
level.badplaceCount--;
}
shotFiredPhysicsSphere( center, weapon )
{
wait 0.1;
physicsExplosionSphere( center, level.physicsSphereRadius[ weapon ], level.physicsSphereRadius[ weapon ] / 2, level.physicsSphereForce[ weapon ] );
}
shotFiredDarkScreenOverlay()
{
level notify( "darkScreenOverlay" );
level endon( "darkScreenOverlay" );
if ( !isdefined( level.darkScreenOverlay ) )
{
level.darkScreenOverlay = newClientHudElem( level.ac130player );
level.darkScreenOverlay.x = 0;
level.darkScreenOverlay.y = 0;
level.darkScreenOverlay.alignX = "left";
level.darkScreenOverlay.alignY = "top";
level.darkScreenOverlay.horzAlign = "fullscreen";
level.darkScreenOverlay.vertAlign = "fullscreen";
level.darkScreenOverlay setshader( "black", 640, 480 );
level.darkScreenOverlay.sort = -10;
level.darkScreenOverlay.alpha = 0.0;
}
level.darkScreenOverlay.alpha = 0.0;
level.darkScreenOverlay fadeOverTime( 0.2 );
level.darkScreenOverlay.alpha = 0.6;
wait 0.4;
level.darkScreenOverlay fadeOverTime( 0.8 );
level.darkScreenOverlay.alpha = 0.0;
}
add_beacon_effect()
{
self endon( "death" );
flashDelay = 0.75;
wait randomfloat( 3.0 );
for ( ;; )
{
if ( isdefined( level.ac130player ) )
playfxontagforclients( level._effect[ "beacon" ], self, "j_spine4", level.ac130player );
wait flashDelay;
}
}
/*
breakable()
{
self setcandamage( true );
for (;;)
{
self waittill ( "damage", damage, attacker );
if ( ( isplayer( attacker ) ) & ( damage >= 1000 ) )
break;
}
self delete();
}
*/
/*
tree_fall()
{
self setcandamage( true );
for (;;)
{
self waittill( "damage", damage, attacker, direction_vec, point );
if ( !isplayer( attacker ) )
continue;
if ( randomint( 2 ) == 0 )
continue;
break;
}
tree = self;
treeorg = spawn( "script_origin", tree.origin );
treeorg.origin = tree.origin;
org = point;
pos1 = (org[0],org[1],0);
org = tree.origin;
pos2 = (org[0],org[1],0);
treeorg.angles = vectortoangles( pos1 - pos2 );
treeang = tree.angles;
ang = treeorg.angles;
org = point;
pos1 = (org[0],org[1],0);
org = tree.origin;
pos2 = (org[0],org[1],0);
treeorg.angles = vectortoangles( pos1 - pos2 );
tree linkto( treeorg );
treeorg rotatepitch( -90, 1.1, .05, .2 );
treeorg waittill( "rotatedone" );
treeorg rotatepitch( 5, .21, .05, .15 );
treeorg waittill( "rotatedone" );
treeorg rotatepitch( -5, .26, .15, .1 );
treeorg waittill( "rotatedone" );
tree unlink();
treeorg delete();
}
*/
spawn_callback_thread( guy )
{
if ( isdefined( level.LevelSpecificSpawnerCallbackThread ) )
thread [[ level.LevelSpecificSpawnerCallbackThread ]]( guy );
if ( !isdefined( guy ) )
return;
if ( !isdefined( guy.team ) )
return;
if ( guy.team == "axis" )
{
thread enemy_killed_thread( guy );
}
if ( getdvar( "ac130_target_markers", "0" ) == "1" )
{
target_set( guy, ( 0, 0, 32 ) );
thread hud_target_blink( guy );
}
}
hud_target_blink( guy )
{
guy endon( "death" );
while ( isdefined( guy ) )
{
target_setshader( guy, "ac130_hud_target" );
target_setoffscreenshader( guy, "ac130_hud_target_offscreen" );
level waittill( "hud_target_blink_off" );
target_setshader( guy, "ac130_hud_target_flash" );
target_setoffscreenshader( guy, "ac130_hud_target_flash" );
level waittill( "hud_target_blink_on" );
}
}
hud_target_blink_timer()
{
for ( ;; )
{
level notify( "hud_target_blink_on" );
wait 0.5;
level notify( "hud_target_blink_off" );
wait 0.2;
}
}
enemy_killed_thread( guy )
{
if ( guy.team != "axis" )
return;
if ( getdvar( "ac130_ragdoll_deaths", "1" ) == "1" )
guy.skipDeathAnim = true;
guy waittill( "death", attacker );
if ( ( isdefined( attacker ) ) && ( isplayer( attacker ) ) )
level.enemiesKilledByPlayer++ ;
if ( getdvar( "ac130_ragdoll_deaths", "1" ) == "1" )
{
if ( ( isdefined( guy.damageweapon ) ) && ( issubstr( guy.damageweapon, "25mm" ) ) )
guy.skipDeathAnim = undefined;
}
// context kill dialog
thread context_Sensative_Dialog_Kill( guy, attacker );
}
context_Sensative_Dialog()
{
thread context_Sensative_Dialog_Guy_In_Sight();
thread context_Sensative_Dialog_Guy_Crawling();
thread context_Sensative_Dialog_Guy_Pain();
thread context_Sensative_Dialog_Guy_Pain_Falling();
thread context_Sensative_Dialog_Secondary_Explosion_Vehicle();
thread context_Sensative_Dialog_Kill_Thread();
thread context_Sensative_Dialog_Locations();
thread context_Sensative_Dialog_Filler();
}
context_Sensative_Dialog_Guy_In_Sight()
{
for ( ;; )
{
if ( context_Sensative_Dialog_Guy_In_Sight_Check() )
thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "in_sight" );
wait randomfloatrange( 1, 3 );
}
}
context_Sensative_Dialog_Guy_In_Sight_Check()
{
prof_begin( "AI_in_sight_check" );
enemies = getaiarray( "axis" );
for ( i = 0 ; i < enemies.size ; i++ )
{
if ( !isdefined( enemies[ i ] ) )
continue;
if ( !isalive( enemies[ i ] ) )
continue;
if ( within_fov( level.ac130player getEye(), level.ac130player getPlayerAngles(), enemies[ i ].origin, level.cosine[ "5" ] ) )
{
prof_end( "AI_in_sight_check" );
return true;
}
wait 0.05;
}
prof_end( "AI_in_sight_check" );
return false;
}
context_Sensative_Dialog_Guy_Crawling()
{
for ( ;; )
{
level waittill( "ai_crawling", guy );
if ( ( isdefined( guy ) ) && ( isdefined( guy.origin ) ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog", "0" ) == "1" )
thread debug_line( level.ac130player.origin, guy.origin, 5.0, ( 0, 1, 0 ) );
}
thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "wounded_crawl" );
}
}
context_Sensative_Dialog_Guy_Pain_Falling()
{
for ( ;; )
{
level waittill( "ai_pain_falling", guy );
if ( ( isdefined( guy ) ) && ( isdefined( guy.origin ) ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog", "0" ) == "1" )
thread debug_line( level.ac130player.origin, guy.origin, 5.0, ( 1, 0, 0 ) );
}
thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "wounded_pain" );
}
}
context_Sensative_Dialog_Guy_Pain()
{
for ( ;; )
{
level waittill( "ai_pain", guy );
if ( ( isdefined( guy ) ) && ( isdefined( guy.origin ) ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog", "0" ) == "1" )
thread debug_line( level.ac130player.origin, guy.origin, 5.0, ( 1, 0, 0 ) );
}
thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "wounded_pain" );
}
}
context_Sensative_Dialog_Secondary_Explosion_Vehicle()
{
for ( ;; )
{
level waittill( "vehicle_explosion", vehicle_origin );
wait 1;
if ( isdefined( vehicle_origin ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog", "0" ) == "1" )
thread debug_line( level.ac130player.origin, vehicle_origin, 5.0, ( 0, 0, 1 ) );
}
thread context_Sensative_Dialog_Play_Random_Group_Sound( "explosion", "secondary" );
}
}
context_Sensative_Dialog_Kill( guy, attacker )
{
if ( !isdefined( attacker ) )
return;
if ( !isplayer( attacker ) )
return;
level.enemiesKilledInTimeWindow++ ;
level notify( "enemy_killed" );
if ( ( isdefined( guy ) ) && ( isdefined( guy.origin ) ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog", "0" ) == "1" )
thread debug_line( level.ac130player.origin, guy.origin, 5.0, ( 1, 1, 0 ) );
}
}
context_Sensative_Dialog_Kill_Thread()
{
timeWindow = 1;
for ( ;; )
{
level waittill( "enemy_killed" );
wait timeWindow;
println( "guys killed in time window: " );
println( level.enemiesKilledInTimeWindow );
soundAlias1 = "kill";
soundAlias2 = undefined;
// if ( level.enemiesKilledInTimeWindow >= 5 )
// maps\_utility::giveachievement_wrapper( "STRAIGHT_FLUSH" );
if ( level.enemiesKilledInTimeWindow >= 3 )
soundAlias2 = "large_group";
else if ( level.enemiesKilledInTimeWindow == 2 )
soundAlias2 = "small_group";
else
{
soundAlias2 = "single";
if ( randomint( 3 ) != 1 )
{
level.enemiesKilledInTimeWindow = 0;
continue;
}
}
level.enemiesKilledInTimeWindow = 0;
assert( isdefined( soundAlias2 ) );
thread context_Sensative_Dialog_Play_Random_Group_Sound( soundAlias1, soundAlias2, true );
}
}
context_Sensative_Dialog_Locations()
{
array_thread( getentarray( "context_dialog_car", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "car" );
array_thread( getentarray( "context_dialog_truck", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "truck" );
array_thread( getentarray( "context_dialog_building", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "building" );
array_thread( getentarray( "context_dialog_wall", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "wall" );
array_thread( getentarray( "context_dialog_field", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "field" );
array_thread( getentarray( "context_dialog_road", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "road" );
array_thread( getentarray( "context_dialog_church", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "church" );
array_thread( getentarray( "context_dialog_ditch", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "ditch" );
thread context_Sensative_Dialog_Locations_Thread();
}
context_Sensative_Dialog_Locations_Thread()
{
for ( ;; )
{
level waittill( "context_location", locationType );
if ( !isdefined( locationType ) )
{
assertMsg( "LocationType " + locationType + " is not valid" );
continue;
}
if ( !flag( "allow_context_sensative_dialog" ) )
continue;
thread context_Sensative_Dialog_Play_Random_Group_Sound( "location", locationType );
wait( 5 + randomfloat( 10 ) );
}
}
context_Sensative_Dialog_Locations_Add_Notify_Event( locationType )
{
for ( ;; )
{
self waittill( "trigger", triggerer );
if ( !isdefined( triggerer ) )
continue;
if ( ( !isdefined( triggerer.team ) ) || ( triggerer.team != "axis" ) )
continue;
level notify( "context_location", locationType );
wait 5;
}
}
context_Sensative_Dialog_VehicleSpawn( vehicle )
{
if ( vehicle.script_team != "axis" )
return;
thread context_Sensative_Dialog_VehicleDeath( vehicle );
vehicle endon( "death" );
while ( !within_fov( level.ac130player getEye(), level.ac130player getPlayerAngles(), vehicle.origin, level.cosine[ "45" ] ) )
wait 0.5;
context_Sensative_Dialog_Play_Random_Group_Sound( "vehicle", "incoming" );
}
context_Sensative_Dialog_VehicleDeath( vehicle )
{
vehicle waittill( "death" );
thread context_Sensative_Dialog_Play_Random_Group_Sound( "vehicle", "death" );
}
context_Sensative_Dialog_Filler()
{
for ( ;; )
{
if ( ( isdefined( level.radio_in_use ) ) && ( level.radio_in_use == true ) )
level waittill( "radio_not_in_use" );
// if 3 seconds has passed and nothing has been transmitted then play a sound
currentTime = getTime();
if ( ( currentTime - level.lastRadioTransmission ) >= 3000 )
{
level.lastRadioTransmission = currentTime;
thread context_Sensative_Dialog_Play_Random_Group_Sound( "misc", "action" );
}
wait 0.25;
}
}
context_Sensative_Dialog_Play_Random_Group_Sound( name1, name2, force_transmit_on_turn )
{
assert( isdefined( level.scr_sound[ name1 ] ) );
assert( isdefined( level.scr_sound[ name1 ][ name2 ] ) );
if ( !isdefined( force_transmit_on_turn ) )
force_transmit_on_turn = false;
if ( !flag( "allow_context_sensative_dialog" ) )
{
if ( force_transmit_on_turn )
flag_wait( "allow_context_sensative_dialog" );
else
return;
}
validGroupNum = undefined;
randGroup = randomint( level.scr_sound[ name1 ][ name2 ].size );
// if randGroup has already played
if ( level.scr_sound[ name1 ][ name2 ][ randGroup ].played == true )
{
//loop through all groups and use the next one that hasn't played yet
for ( i = 0 ; i < level.scr_sound[ name1 ][ name2 ].size ; i++ )
{
randGroup++ ;
if ( randGroup >= level.scr_sound[ name1 ][ name2 ].size )
randGroup = 0;
if ( level.scr_sound[ name1 ][ name2 ][ randGroup ].played == true )
continue;
validGroupNum = randGroup;
break;
}
// all groups have been played, reset all groups to false and pick a new random one
if ( !isdefined( validGroupNum ) )
{
for ( i = 0 ; i < level.scr_sound[ name1 ][ name2 ].size ; i++ )
level.scr_sound[ name1 ][ name2 ][ i ].played = false;
validGroupNum = randomint( level.scr_sound[ name1 ][ name2 ].size );
}
}
else
validGroupNum = randGroup;
assert( isdefined( validGroupNum ) );
assert( validGroupNum >= 0 );
if ( context_Sensative_Dialog_Timedout( name1, name2, validGroupNum ) )
return;
level.scr_sound[ name1 ][ name2 ][ validGroupNum ].played = true;
randSound = randomint( level.scr_sound[ name1 ][ name2 ][ validGroupNum ].size );
playSoundOverRadio( level.scr_sound[ name1 ][ name2 ][ validGroupNum ].sounds[ randSound ], force_transmit_on_turn );
}
context_Sensative_Dialog_Timedout( name1, name2, groupNum )
{
// dont play this sound if it has a timeout specified and the timeout has not expired
if ( !isdefined( level.context_sensative_dialog_timeouts ) )
return false;
if ( !isdefined( level.context_sensative_dialog_timeouts[ name1 ] ) )
return false;
if ( !isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ] ) )
return false;
if ( ( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups ) ) && ( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ] ) ) )
{
assert( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "timeoutDuration" ] ) );
assert( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] ) );
currentTime = getTime();
if ( ( currentTime - level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] ) < level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "timeoutDuration" ] )
return true;
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] = currentTime;
}
else if ( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v ) )
{
assert( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "timeoutDuration" ] ) );
assert( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] ) );
currentTime = getTime();
if ( ( currentTime - level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] ) < level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "timeoutDuration" ] )
return true;
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] = currentTime;
}
return false;
}
playSoundOverRadio( soundAlias, force_transmit_on_turn, timeout )
{
if ( !isdefined( level.radio_in_use ) )
level.radio_in_use = false;
if ( !isdefined( force_transmit_on_turn ) )
force_transmit_on_turn = false;
if ( !isdefined( timeout ) )
timeout = 0;
timeout = timeout * 1000;
soundQueueTime = gettime();
soundPlayed = false;
soundPlayed = playAliasOverRadio( soundAlias );
if ( soundPlayed )
return;
// Dont make the sound wait to be played if force transmit wasn't set to true
if ( !force_transmit_on_turn )
return;
level.radioForcedTransmissionQueue[ level.radioForcedTransmissionQueue.size ] = soundAlias;
while ( !soundPlayed )
{
if ( level.radio_in_use )
level waittill( "radio_not_in_use" );
if ( ( timeout > 0 ) && ( getTime() - soundQueueTime > timeout ) )
break;
soundPlayed = playAliasOverRadio( level.radioForcedTransmissionQueue[ 0 ] );
if ( !level.radio_in_use && !soundPlayed )
assertMsg( "The radio wasn't in use but the sound still did not play. This should never happen." );
}
level.radioForcedTransmissionQueue = array_remove_index( level.radioForcedTransmissionQueue, 0 );
}
playAliasOverRadio( soundAlias )
{
if ( level.radio_in_use )
return false;
level.radio_in_use = true;
level.ac130player playLocalSound( soundAlias, "playSoundOverRadio_done", true );
level.ac130player waittill( "playSoundOverRadio_done" );
level.radio_in_use = false;
level.lastRadioTransmission = getTime();
level notify( "radio_not_in_use" );
return true;
}
mission_fail_casualties()
{
level endon( "stop_casualty_tracking" );
if ( !isdefined( level.friendlyCount ) )
level.friendlyCount = 0;
level.friendlyCount++ ;
self waittill( "death" );
level.friendlyCount -- ;
if ( level.friendlyCount < level.minimumFriendlyCount )
{
flag_set( "mission_failed" );
setdvar( "ui_deadquote", "@AC130_FRIENDLIES_DEAD" );
maps\_utility::missionFailedWrapper();
}
}
debug_friendly_count()
{
while ( getdvar( "ac130_debug_friendly_count", "0" ) != "1" )
wait 1;
assert( isdefined( level.friendlyCount ) );
if ( !isdefined( level.friendlyCountHudElem ) )
{
level.friendlyCountHudElem = newHudElem();
level.friendlyCountHudElem.x = 0;
level.friendlyCountHudElem.y = 0;
level.friendlyCountHudElem.fontScale = level.ac130_fontscale;
level.friendlyCountHudElem.alignX = "left";
level.friendlyCountHudElem.alignY = "bottom";
level.friendlyCountHudElem.horzAlign = "left";
level.friendlyCountHudElem.vertAlign = "bottom";
// Friendlies: &&1
level.friendlyCountHudElem.label = &"AC130_DEBUG_FRIENDLY_COUNT";
level.friendlyCountHudElem.alpha = 1;
}
level.friendlyCountHudElem setValue( level.friendlyCount );
self waittill( "death" );
level.friendlyCountHudElem fadeOverTime( 0.3 );
level.friendlyCountHudElem.alpha = 0;
waittillframeend;
level.friendlyCountHudElem setValue( level.friendlyCount );
level.friendlyCountHudElem fadeOverTime( 0.3 );
level.friendlyCountHudElem.alpha = 1;
}
debug_circle( center, radius, duration, color, startDelay, fillCenter )
{
circle_sides = 16;
angleFrac = 360 / circle_sides;
circlepoints = [];
for ( i = 0;i < circle_sides;i++ )
{
angle = ( angleFrac * i );
xAdd = cos( angle ) * radius;
yAdd = sin( angle ) * radius;
x = center[ 0 ] + xAdd;
y = center[ 1 ] + yAdd;
z = center[ 2 ];
circlepoints[ circlepoints.size ] = ( x, y, z );
}
if ( isdefined( startDelay ) )
wait startDelay;
thread debug_circle_drawlines( circlepoints, duration, color, fillCenter, center );
}
debug_circle_drawlines( circlepoints, duration, color, fillCenter, center )
{
if ( !isdefined( fillCenter ) )
fillCenter = false;
if ( !isdefined( center ) )
fillCenter = false;
for ( i = 0 ; i < circlepoints.size ; i++ )
{
start = circlepoints[ i ];
if ( i + 1 >= circlepoints.size )
end = circlepoints[ 0 ];
else
end = circlepoints[ i + 1 ];
thread debug_line( start, end, duration, color );
if ( fillCenter )
thread debug_line( center, start, duration, color );
}
}
debug_line( start, end, duration, color )
{
if ( !isdefined( color ) )
color = ( 1, 1, 1 );
for ( i = 0; i < ( duration * 20 );i++ )
{
line( start, end, color );
wait 0.05;
}
}