688 lines
14 KiB
Plaintext
688 lines
14 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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main()
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{
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level.lastAutoSaveTime = 0;
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flag_init( "game_saving" );
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flag_init( "can_save" );
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flag_set( "can_save" );
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flag_init( "disable_autosaves" );
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if ( !isdefined( level._extra_autosave_checks ) )
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level._extra_autosave_checks = [];
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level.autosave_proximity_threat_func = ::autosave_proximity_threat_func;
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}
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getDescription()
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{
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// autosave
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return( &"AUTOSAVE_AUTOSAVE" );
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}
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getnames( num )
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{
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if ( num == 0 )
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// Begin Game Autosave
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savedescription = &"AUTOSAVE_GAME";
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else
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// No Name Specified
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savedescription = &"AUTOSAVE_NOGAME";
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return savedescription;
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}
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beginningOfLevelSave()
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{
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// Wait for introscreen to finish
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level waittill( "finished final intro screen fadein" );
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if ( level.MissionFailed )
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return;
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if ( maps\_arcademode::arcademode_complete() )
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return;
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if ( flag( "game_saving" ) )
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return;
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flag_set( "game_saving" );
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imagename = "levelshots / autosave / autosave_" + level.script + "start";
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// "levelstart" is recognized by the saveGame command as a special save game
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// Start
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SaveGame( "levelstart", &"AUTOSAVE_LEVELSTART", imagename, true );
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SetDvar( "ui_grenade_death", "0" );
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PrintLn( "Saving level start saved game" );
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flag_clear( "game_saving" );
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}
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trigger_autosave_stealth( trigger )
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{
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trigger waittill( "trigger" );
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autosave_stealth();
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}
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trigger_autosave_tactical( trigger )
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{
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trigger waittill( "trigger" );
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autosave_tactical();
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}
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trigger_autosave( trigger )
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{
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if ( !isdefined( trigger.script_autosave ) )
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trigger.script_autosave = 0;
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autosaves_think( trigger );
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}
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autosaves_think( trigger )
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{
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savedescription = getnames( trigger.script_autosave );
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if ( !( IsDefined( savedescription ) ) )
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{
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PrintLn( "autosave", self.script_autosave, " with no save description in _autosave.gsc!" );
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return;
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}
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trigger waittill( "trigger" );
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num = trigger.script_autosave;
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imagename = "levelshots / autosave / autosave_" + level.script + num;
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tryAutoSave( num, savedescription, imagename );
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thread maps\_quotes::setDeadQuote();
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if ( IsDefined( trigger ) )
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trigger Delete();
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}
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autoSaveNameThink( trigger )
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{
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if ( level.start_point == "no_game" )
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return;
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trigger waittill( "trigger" );
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if ( IsDefined( level.customautosavecheck ) )
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if ( ![[ level.customautosavecheck ]]() )
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return;
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name = trigger.script_autosavename;
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maps\_utility::autosave_by_name( name );
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trigger Delete();
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}
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trigger_autosave_immediate( trigger )
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{
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trigger waittill( "trigger" );
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// Start
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// saveId = SaveGameNoCommit( 1, &"AUTOSAVE_LEVELSTART", "autosave_image" );
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// CommitSave( saveId );
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}
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AutoSavePrint( msg, msg2 )
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{
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/#
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SetDvarIfUninitialized( "scr_autosave_debug", "0" );
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if ( GetDebugDvarInt( "scr_autosave_debug" ) == 1 )
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{
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if ( IsDefined( msg2 ) )
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IPrintLn( msg + " [ localized description ]" );
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else
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IPrintLn( msg );
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return;
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}
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#/
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if ( IsDefined( msg2 ) )
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PrintLn( msg, msg2 );
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else
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PrintLn( msg );
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}
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autosave_timeout( timeout )
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{
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level endon( "trying_new_autosave" );
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level endon( "autosave_complete" );
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wait( timeout );
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flag_clear( "game_saving" );
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level notify( "autosave_timeout" );
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}
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_autosave_game_now_nochecks()
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{
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imagename = "levelshots / autosave / autosave_" + level.script + "start";
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// Start
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SaveGame( "levelstart", &"AUTOSAVE_LEVELSTART", imagename, true );
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}
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_autosave_game_now( suppress_print )
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{
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if ( isdefined( level.MissionFailed ) && level.MissionFailed )
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return;
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if ( flag( "game_saving" ) )
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return false;
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if ( maps\_arcademode::arcademode_complete() )
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return false;
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for ( i = 0; i < level.players.size; i++ )
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{
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player = level.players[ i ];
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if ( !isalive( player ) )
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return false;
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}
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filename = "save_now";
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descriptionString = getDescription();
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if ( IsDefined( suppress_print ) )
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saveId = SaveGameNoCommit( filename, descriptionString, "$default", true );
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else
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saveId = SaveGameNoCommit( filename, descriptionString );
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wait( 0.05 );// code request
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if ( IsSaveRecentlyLoaded() )
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{
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level.lastAutoSaveTime = GetTime();
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return false;
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}
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/# AutoSavePrint( "Saving game " + filename + " with desc ", descriptionString ); #/
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if ( saveId < 0 )
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{
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/# AutoSavePrint( "Savegame failed - save error.: " + filename + " with desc ", descriptionString ); #/
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return false;
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}
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if ( !try_to_autosave_now() )
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{
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return false;
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}
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flag_set( "game_saving" );
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wait 2;
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flag_clear( "game_saving" );
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if ( !CommitWouldBeValid( saveId ) )
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{
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/# AutoSavePrint( "Save is no longer valid, another save was run from elsewhere" ); #/
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return false;
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}
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// are we still healthy 2 seconds later? k save then
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if ( try_to_autosave_now() )
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{
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if ( !isdefined( suppress_print ) )
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thread maps\_arcademode::arcademode_checkpoint_print();
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CommitSave( saveId );
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SetDvar( "ui_grenade_death", "0" );
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}
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return true;
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}
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autosave_now_trigger( trigger )
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{
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trigger waittill( "trigger" );
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autosave_now();
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}
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try_to_autosave_now()
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{
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if ( !issavesuccessful() )
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return false;
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for ( i = 0; i < level.players.size; i++ )
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{
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player = level.players[ i ];
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if ( !player autoSaveHealthCheck() )
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return false;
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}
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if ( !flag( "can_save" ) )
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{
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/# AutoSavePrint( "Can_save flag was clear" ); #/
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return false;
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}
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return true;
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}
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tryAutoSave( filename, description, image, timeout, doStealthChecks, suppress_print )
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{
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if ( flag( "disable_autosaves" ) )
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return false;
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level endon( "nextmission" );
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level.player endon( "death" );
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if ( is_coop() )
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level.player2 endon( "death" );
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level notify( "trying_new_autosave" );
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if ( flag( "game_saving" ) )
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return false;
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if ( IsDefined( level.nextmission ) )
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return false;
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time1 = 1.25;
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time2 = 1.25;
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if ( IsDefined( timeout ) && timeout < time1 + time2 )
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{
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AssertMsg( "Warning, tried to do an autosave_or_timeout with a time less than " + ( time1 + time2 ) );
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}
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if ( !isdefined( suppress_print ) )
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suppress_print = false;
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if ( !isdefined( image ) )
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image = "$default";
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if ( !isdefined( doStealthChecks ) )
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doStealthChecks = false;
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flag_set( "game_saving" );
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descriptionString = getDescription();
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start_save_time = GetTime();
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while ( 1 )
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{
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if ( autoSaveCheck( undefined, doStealthChecks ) )
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{
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saveId = SaveGameNoCommit( filename, descriptionString, image, suppress_print );
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/# AutoSavePrint( "Saving game " + filename + " with desc ", descriptionString ); #/
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if ( saveId < 0 )
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{
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/# AutoSavePrint( "Savegame failed - save error.: " + filename + " with desc ", descriptionString ); #/
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break;
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}
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wait( 0.05 );// code request
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if ( IsSaveRecentlyLoaded() )
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{
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level.lastAutoSaveTime = GetTime();
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break;
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}
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wait time1;
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if ( extra_autosave_checks_failed() )
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continue;
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if ( !autoSaveCheck( undefined, doStealthChecks ) )
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{
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/# AutoSavePrint( "Savegame invalid: 1.25 second check failed" ); #/
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continue;
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}
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wait time2;
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if ( !autoSaveCheck_not_picky() )
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{
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/# AutoSavePrint( "Savegame invalid: 2.5 second check failed" ); #/
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continue;
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}
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if ( IsDefined( timeout ) )
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{
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if ( GetTime() > start_save_time + timeout * 1000 )
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break;
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}
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if ( !flag( "can_save" ) )
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{
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/# AutoSavePrint( "Can_save flag was clear" ); #/
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break;
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}
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if ( !CommitWouldBeValid( saveId ) )
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{
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/# AutoSavePrint( "Save is no longer valid, another save was run from elsewhere" ); #/
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flag_clear( "game_saving" );
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return false;
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}
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thread maps\_arcademode::arcademode_checkpoint_print();
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CommitSave( saveId );
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level.lastSaveTime = GetTime();
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SetDvar( "ui_grenade_death", "0" );
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break;
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}
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wait 0.25;
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}
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flag_clear( "game_saving" );
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return true;
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}
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extra_autosave_checks_failed()
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{
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foreach ( func in level._extra_autosave_checks )
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{
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if ( ![[ func[ "func" ] ]]() )
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{
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AutoSavePrint( "autosave failed: " + func[ "msg" ] );
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return true;
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}
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}
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return false;
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}
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autoSaveCheck_not_picky()
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{
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return autoSaveCheck( false, false );
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}
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autoSaveCheck( doPickyChecks, doStealthChecks )
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{
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if ( IsDefined( level.special_autosavecondition ) && ![[ level.special_autosavecondition ]]() )
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return false;
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if ( level.MissionFailed )
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return false;
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if ( maps\_arcademode::arcademode_complete() )
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return false;
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if ( !isdefined( doPickyChecks ) )
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doPickyChecks = level.doPickyAutosaveChecks;
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if ( !isdefined( doStealthChecks ) )
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doStealthChecks = false;
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if ( doStealthChecks )
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{
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if ( ! [[ level.global_callbacks[ "_autosave_stealthcheck" ] ]]() )
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return false;
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}
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// health check
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for ( i = 0; i < level.players.size; i++ )
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{
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player = level.players[ i ];
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if ( !player autoSaveHealthCheck() )
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return false;
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// ammo check
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if ( doPickyChecks && !player autoSaveAmmoCheck() )
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return false;
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}
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// ai / tank threat check
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if ( level.autosave_threat_check_enabled )
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{
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if ( !autoSaveThreatCheck( doPickyChecks ) )
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return false;
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}
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// player state check
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for ( i = 0; i < level.players.size; i++ )
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{
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player = level.players[ i ];
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if ( !player autoSavePlayerCheck( doPickyChecks ) )
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return false;
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}
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// safe save check for level specific gameplay conditions
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if ( IsDefined( level.savehere ) && !level.savehere )
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return false;
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// safe save check for level specific gameplay conditions
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if ( IsDefined( level.canSave ) && !level.canSave )
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return false;
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// save was unsuccessful for internal reasons, such as lack of memory
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if ( !issavesuccessful() )
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{
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AutoSavePrint( "autosave failed: save call was unsuccessful" );
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return false;
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}
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return true;
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}
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autoSavePlayerCheck( doPickyChecks )
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{
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Assert( IsPlayer( self ) );
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if ( IsDefined( level.ac130gunner ) && level.ac130gunner == self )
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return true;
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if ( self IsMeleeing() && doPickyChecks )
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{
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AutoSavePrint( "autosave failed:player is meleeing" );
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return false;
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}
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if ( self IsThrowingGrenade() && doPickyChecks )
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{
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AutoSavePrint( "autosave failed:player is throwing a grenade" );
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return false;
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}
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if ( self IsFiring() && doPickyChecks )
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{
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AutoSavePrint( "autosave failed:player is firing" );
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return false;
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}
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if ( IsDefined( self.shellshocked ) && self.shellshocked )
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{
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AutoSavePrint( "autosave failed:player is in shellshock" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( self isFlashed() )
|
||
|
{
|
||
|
AutoSavePrint( "autosave failed:player is flashbanged" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
autoSaveAmmoCheck()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
if ( IsDefined( level.ac130gunner ) && level.ac130gunner == self )
|
||
|
return true;
|
||
|
|
||
|
weapons = self GetWeaponsListPrimaries();
|
||
|
|
||
|
for ( idx = 0; idx < weapons.size; idx++ )
|
||
|
{
|
||
|
fraction = self GetFractionMaxAmmo( weapons[ idx ] );
|
||
|
if ( fraction > 0.1 )
|
||
|
return( true );
|
||
|
}
|
||
|
|
||
|
AutoSavePrint( "autosave failed: ammo too low" );
|
||
|
return( false );
|
||
|
}
|
||
|
|
||
|
autoSaveHealthCheck()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
if ( IsDefined( level.ac130gunner ) && level.ac130gunner == self )
|
||
|
return true;
|
||
|
|
||
|
if ( self ent_flag_exist( "coop_downed" ) && self ent_flag( "coop_downed" ) )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: health too low" ); #/
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
healthFraction = self.health / self.maxhealth;
|
||
|
if ( healthFraction < 0.5 )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: health too low" ); #/
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( flag( "_radiation_poisoning" ) )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: player has radiation sickness" ); #/
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( self ent_flag( "player_has_red_flashing_overlay" ) )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: player has red flashing overlay" ); #/
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
autoSaveThreatCheck( doPickyChecks )
|
||
|
{
|
||
|
if ( IsDefined( level.ac130gunner ) && level.ac130gunner == self )
|
||
|
return true;
|
||
|
|
||
|
enemies = GetAISpeciesArray( "bad_guys", "all" );
|
||
|
|
||
|
foreach ( enemy in enemies )
|
||
|
{
|
||
|
if ( !isdefined( enemy.enemy ) )
|
||
|
continue;
|
||
|
|
||
|
if ( !isplayer( enemy.enemy ) )
|
||
|
continue;
|
||
|
|
||
|
if ( enemy.type == "dog" )
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( Distance( enemy.origin, player.origin ) < 384 )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: Dog near player" ); #/
|
||
|
return( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// is trying to melee the player
|
||
|
if ( IsDefined( enemy.Melee ) && IsDefined( enemy.melee.target ) && IsPlayer( enemy.melee.target ) )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: AI meleeing player" ); #/
|
||
|
return( false );
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( enemy.finalAccuracy < 0.021 && enemy.finalAccuracy > -1 )
|
||
|
{
|
||
|
// enemy lacks the accuracy to be a threat
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
proximity_threat = [[ level.autosave_proximity_threat_func ]]( enemy );
|
||
|
|
||
|
if ( proximity_threat == "return" )
|
||
|
return false;
|
||
|
|
||
|
if ( proximity_threat == "none" )
|
||
|
{
|
||
|
// enemy isn't close enough to be a threat
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// recently shot at the player
|
||
|
if ( enemy.a.lastShootTime > GetTime() - 500 )
|
||
|
{
|
||
|
if ( doPickyChecks || enemy animscripts\utility::canSeeEnemy( 0 ) && enemy CanShootEnemy( 0 ) )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: AI firing on player" ); #/
|
||
|
return( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( IsDefined( enemy.a.aimIdleThread ) && enemy animscripts\utility::canSeeEnemy( 0 ) && enemy CanShootEnemy( 0 ) )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: AI aiming at player" ); #/
|
||
|
return( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( player_is_near_live_grenade() )
|
||
|
return false;
|
||
|
|
||
|
vehicles = GetEntArray( "destructible", "classname" );
|
||
|
foreach ( vehicle in vehicles )
|
||
|
{
|
||
|
if ( !isDefined( vehicle.healthDrain ) )
|
||
|
continue;
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( Distance( vehicle.origin, player.origin ) < 400 )// grenade radius is 220
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: burning car too close to player" ); #/
|
||
|
return( false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return( true );
|
||
|
}
|
||
|
|
||
|
enemy_is_a_threat()
|
||
|
{
|
||
|
// AI must have a reasonable chance of hitting the player
|
||
|
if ( self.finalAccuracy >= 0.021 )
|
||
|
return true;
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( Distance( self.origin, player.origin ) < 500 )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
autosave_proximity_threat_func( enemy )
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
dist = Distance( enemy.origin, player.origin );
|
||
|
|
||
|
if ( dist < 360 )
|
||
|
{
|
||
|
/# AutoSavePrint( "autosave failed: AI too close to player" ); #/
|
||
|
return "return";
|
||
|
}
|
||
|
else
|
||
|
if ( dist < 1000 )
|
||
|
{
|
||
|
return "threat_exists";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return "none";
|
||
|
}
|