IW4-Dump-Files/maps/_load.gsc

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2017-07-08 11:47:21 -07:00
#include common_scripts\utility;
#include maps\_utility;
#include maps\_debug;
#include maps\_vehicle;
#include maps\_hud_util;
main()
{
if ( !isdefined( level.func ) )
{
level.func = [];
}
level.func[ "setsaveddvar" ] = ::setsaveddvar;
level.func[ "useanimtree" ] = ::useAnimTree;
level.func[ "setanim" ] = ::setAnim;
level.func[ "setanimknob" ] = ::setAnimKnob;
level.func[ "clearanim" ] = ::clearAnim;
level.func[ "kill" ] = ::Kill;
set_early_level();
//***************************************** STEALTH SYSTEM CALLBACKS *****************************************/
//->since stealth is so integrated into many global scripts, these call backs refer to an empty function...if they are actually
//called, that means the designer called a stealth function without initilizing the stealth system first. This is done so stealth
//scripts dont have to be loaded globally into every level
level.global_callbacks = [];
level.global_callbacks[ "_autosave_stealthcheck" ] = ::global_empty_callback;
level.global_callbacks[ "_patrol_endon_spotted_flag" ] = ::global_empty_callback;
level.global_callbacks[ "_spawner_stealth_default" ] = ::global_empty_callback;
//this one's for _idle...its peppered with stealth stuff so it got quarentined too.
level.global_callbacks[ "_idle_call_idle_func" ] = ::global_empty_callback;
//***************************************** STEALTH SYSTEM CALLBACKS *****************************************/
/#
weapon_list_debug();
#/
if ( !isdefined( level.visionThermalDefault ) )
level.visionThermalDefault = "cheat_bw";
VisionSetThermal( level.visionThermalDefault );
VisionSetPain( "near_death" );
level.func[ "damagefeedback" ] = maps\_damagefeedback::updateDamageFeedback;// for player shooting sentry guns
array_thread( GetEntArray( "script_model_pickup_claymore", "classname" ), ::claymore_pickup_think_global );
array_thread( GetEntArray( "ammo_cache", "targetname" ), ::ammo_cache_think_global );
/# star( 4 + RandomInt( 4 ) ); #/
if ( GetDvar( "debug" ) == "" )
SetDvar( "debug", "0" );
if ( GetDvar( "fallback" ) == "" )
SetDvar( "fallback", "0" );
if ( GetDvar( "angles" ) == "" )
SetDvar( "angles", "0" );
if ( GetDvar( "noai" ) == "" )
SetDvar( "noai", "off" );
if ( GetDvar( "scr_RequiredMapAspectratio" ) == "" )
SetDvar( "scr_RequiredMapAspectratio", "1" );
//if ( GetDvar( "ac130_player_num" ) == "" )
SetDvar( "ac130_player_num", -1 ); // reset ac130 player number for proper display of HUD
clear_custom_eog_summary();
SetDvar( "ui_remotemissile_playernum", 0 );
SetDvar( "ui_pmc_won", 0 );
CreatePrintChannel( "script_debug" );
if ( !isdefined( anim.notetracks ) )
{
// string based array for notetracks
anim.notetracks = [];
animscripts\shared::registerNoteTracks();
}
// default start for killing script.
add_start( "no_game", ::start_nogame );
level._loadStarted = true;
level.first_frame = true;
level.level_specific_dof = false;
thread remove_level_first_frame();
level.wait_any_func_array = [];
level.run_func_after_wait_array = [];
level.run_call_after_wait_array = [];
level.run_noself_call_after_wait_array = [];
level.do_wait_endons_array = [];
level.abort_wait_any_func_array = [];
if ( !isdefined( level.script ) )
level.script = ToLower( GetDvar( "mapname" ) );
maps\_specialops::specialops_remove_unused();
// set solo_play dvar correctly upon returning from a friend's game in which you were invited while playing solo play mode previously
if ( is_specialop() && ( IsSplitScreen() || ( GetDvar( "coop" ) == "1" ) ) )
SetDvar( "solo_play", "" );
/*
no_game_levels = [];
no_game_levels[ "contingency" ] = true;
if ( IsDefined( no_game_levels[ level.script ] ) )
{
SetDvar( "start", "no_game" );
}
else
{
if ( GetDvar( "start" ) == "no_game" )
SetDvar( "start", "" );
}
*/
level.dirtEffectMenu[ "center" ] = "dirt_effect_center";
level.dirtEffectMenu[ "left" ] = "dirt_effect_left";
level.dirtEffectMenu[ "right" ] = "dirt_effect_right";
PrecacheMenu( level.dirtEffectMenu[ "center" ] );
PrecacheMenu( level.dirtEffectMenu[ "left" ] );
PrecacheMenu( level.dirtEffectMenu[ "right" ] );
PreCacheShader( "fullscreen_dirt_bottom_b" );
PreCacheShader( "fullscreen_dirt_bottom" );
PreCacheShader( "fullscreen_dirt_left" );
PreCacheShader( "fullscreen_dirt_right" );
level.is_legacy_map = set_legacy_map();
level.ai_number = 0;
// flag_struct is used as a placeholder when a flag is set without an entity
if ( !isdefined( level.flag ) )
{
init_flags();
}
else
{
// flags initialized before this should be checked for stat tracking
flags = GetArrayKeys( level.flag );
array_levelthread( flags, ::check_flag_for_stat_tracking );
}
// disabled, prototyping PMC/COOP money
if ( GetDvar( "xp_enable", "0" ) == "" )
SetDvar( "xp_enable", "0" );
if ( string_starts_with( level.script, "co_" ) )
{
SetDvar( "money_enable", "1" );
SetDvar( "in_game_reward", "0" ); // this includes getting reward from kills and objectives
}
else if ( string_starts_with( level.script, "pmc_" ) )
{
SetDvar( "money_enable", "1" );
SetDvar( "in_game_reward", "1" );
}
else
{
SetDvar( "money_enable", "0" );
SetDvar( "in_game_reward", "0" );
}
if ( GetDvar( "money_sharing" ) == "" )
SetDvar( "money_sharing", "1" );
init_level_players();
if ( is_coop() )
maps\_coop::main();
if ( IsSplitScreen() )
{
SetSavedDvar( "cg_fovScale", "0.75" );// 65 - > 40 fov// 0.54
}
else
{
SetSavedDvar( "cg_fovScale", "1" );
}
level.radiation_totalpercent = 0;
flag_init( "missionfailed" );
flag_init( "auto_adjust_initialized" );
flag_init( "_radiation_poisoning" );
flag_init( "gameskill_selected" );
flag_init( "battlechatter_on_thread_waiting" );
thread maps\_gameskill::aa_init_stats();
thread player_death_detection();
level.default_run_speed = 190;
SetSavedDvar( "g_speed", level.default_run_speed );
if ( is_specialop() )
{
SetSavedDvar( "sv_saveOnStartMap", false );
}
else if ( arcadeMode() )
{
SetSavedDvar( "sv_saveOnStartMap", false );
thread arcademode_save();
}
else
{
SetSavedDvar( "sv_saveOnStartMap", true );
}
level.dronestruct = [];
// remove delete_on_load structs
foreach ( index, struct in level.struct )
{
if ( !isdefined( struct.targetname ) )
continue;
if ( struct.targetname == "delete_on_load" )
level.struct[ index ] = undefined;
}
struct_class_init();
// can be turned on and off to control friendly_respawn_trigger
flag_init( "respawn_friendlies" );
flag_init( "player_flashed" );
//function pointers so I can share _destructible script with SP and MP where code commands don't exist in MP
level.arcadeMode_kill_func = ::arcadeMode_kill;
level.connectPathsFunction = ::connectPaths;
level.disconnectPathsFunction = ::disconnectPaths;
level.badplace_cylinder_func = ::badplace_cylinder;
level.badplace_delete_func = ::badplace_delete;
level.isAIfunc = ::isAI;
level.createClientFontString_func = maps\_hud_util::createClientFontString;
level.HUDsetPoint_func = maps\_hud_util::setPoint;
level.makeEntitySentient_func = ::makeEntitySentient;
level.freeEntitySentient_func = ::freeEntitySentient;
level.sentry_money_init_func = maps\_money::AI_money_init;
level.laserOn_func = ::laserForceOn;
level.laserOff_func = ::laserForceOff;
level.stat_track_kill_func = maps\_player_stats::register_kill;
level.stat_track_damage_func = maps\_player_stats::register_shot_hit;
level.doPickyAutosaveChecks = true;
level.autosave_threat_check_enabled = true;
level.getNodeFunction = ::GetNode;
level.getNodeArrayFunction = ::GetNodeArray;
if ( !isdefined( level._notetrackFX ) )
level._notetrackFX = [];
foreach ( player in level.players )
{
player.maxhealth = level.player.health;
player.shellshocked = false;
player.inWater = false;
player.dirt_on_screen = [];
player.dirt_on_screen[ "bottom_b" ] = 0;
player.dirt_on_screen[ "left" ] = 0;
player.dirt_on_screen[ "right" ] = 0;
player thread watchWeaponChange();// for thermal
}
level.last_mission_sound_time = -5000;
level.hero_list = [];
thread precache_script_models();
// level.ai_array = [];
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
player thread maps\_utility::flashMonitor();
player thread maps\_utility::shock_ondeath();
}
// level.player thread ai_eq();
// level.player thread maps\_spawner::setup_ai_eq_triggers();
// level.eq_trigger_num = 0;
// level.eq_trigger_table = [];
// level.touched_eq_function[ true ] = ::player_touched_eq_trigger;
// level.touched_eq_function[ false ] = ::ai_touched_eq_trigger;
//un-developer commented. I was precaching this model in _vehicle anyway.
PreCacheModel( "fx" );
PreCacheModel( "tag_origin" );
PreCacheShellShock( "victoryscreen" );
PreCacheShellShock( "default" );
PreCacheShellShock( "flashbang" );
PreCacheShellShock( "dog_bite" );
PreCacheRumble( "damage_heavy" );
PreCacheRumble( "damage_light" );
PreCacheRumble( "grenade_rumble" );
PreCacheRumble( "artillery_rumble" );
// You are Hurt. Get to Cover!
PreCacheString( &"GAME_GET_TO_COVER" );
// You were killed by a grenade.\nWatch out for the grenade danger indicator.
PreCacheString( &"SCRIPT_GRENADE_DEATH" );
// You died holding a grenade for too long.
PreCacheString( &"SCRIPT_GRENADE_SUICIDE_LINE1" );
// Holding ^3[{+frag}]^7 allows you to cook off live grenades.
PreCacheString( &"SCRIPT_GRENADE_SUICIDE_LINE2" );
// You were killed by an exploding vehicle.\nVehicles on fire are likely to explode.
PreCacheString( &"SCRIPT_EXPLODING_VEHICLE_DEATH" );
// You were killed by an explosion.\nSome burning objects can explode.
PreCacheString( &"SCRIPT_EXPLODING_DESTRUCTIBLE_DEATH" );
// You were killed by an exploding barrel.\nRed barrels will explode when shot.
PreCacheString( &"SCRIPT_EXPLODING_BARREL_DEATH" );
PreCacheShader( "hud_grenadeicon" );
PreCacheShader( "hud_grenadepointer" );
PreCacheShader( "hud_burningcaricon" );
PreCacheShader( "death_juggernaut" );
PreCacheShader( "death_friendly_fire" );
PreCacheShader( "hud_destructibledeathicon" );
PreCacheShader( "hud_burningbarrelicon" );
PreCacheShader( "waypoint_ammo" );
level._effect[ "deathfx_bloodpool_generic" ] = LoadFX( "impacts/deathfx_bloodpool_generic" );
animscripts\pain::initPainFx();
animscripts\melee::Melee_Init();
level.createFX_enabled = ( GetDvar( "createfx" ) != "" );
slowmo_system_init();
maps\_mgturret::main();
setupExploders();
maps\_art::main();
maps\_noder::main();
common_scripts\_painter::main();
maps\_gameskill::setSkill();
maps\_anim::init();
thread common_scripts\_fx::initFX();
if ( level.createFX_enabled )
{
level.stop_load = true;
maps\_createfx::createfx();
}
maps\_detonategrenades::init();
thread setup_simple_primary_lights();
// --------------------------------------------------------------------------------
// ---- PAST THIS POINT THE SCRIPTS DONT RUN WHEN GENERATING REFLECTION PROBES ----
// --------------------------------------------------------------------------------
/#
if ( GetDvar( "r_reflectionProbeGenerate" ) == "1" )
{
level.stop_load = true;
maps\_global_fx::main();
level waittill( "eternity" );
}
#/
/#
if ( string_starts_with( level.script, "so_" ) && !is_specialop() )
AssertMsg( "Attempted to run a Special Op, but not in Special Ops mode. Probably need to add +set specialops 1 to Launcher Custom Command Line Options." );
#/
maps\_names::setup_names();
thread handle_starts();
thread handle_getviewpos();
thread handle_getviewangle();
/#
thread maps\_debug::mainDebug();
#/
if ( !isdefined( level.trigger_flags ) )
{
// may have been defined by AI spawning
init_trigger_flags();
}
level.killspawn_groups = [];
init_script_triggers();
SetSavedDvar( "ufoHitsTriggers", "0" );
//don't go past here on no_game start
if ( level.start_point == "no_game" )
{
// we want ufo/noclip to hit triggers in no_game
SetSavedDvar( "ufoHitsTriggers", "1" );
level.stop_load = true;
// SRS 11/25/08: LDs can run a custom setup function for their levels to get back some
// selected script calls (loadout, vision, etc). be careful, this function is not threaded!
if ( IsDefined( level.custom_no_game_setupFunc ) )
{
level [[ level.custom_no_game_setupFunc ]]();
}
maps\_loadout::init_loadout();
maps\_ambient::init();
level waittill( "eternity" );
}
thread maps\_vehicle::init_vehicles();
if ( GetDvar( "g_connectpaths" ) == "2" )
{
/# PrintLn( "g_connectpaths == 2; halting script execution" ); #/
level waittill( "eternity" );
}
PrintLn( "level.script: ", level.script );
maps\_autosave::main();
if ( !isdefined( level.animSounds ) )
thread maps\_debug::init_animSounds();
maps\_anim::init();
maps\_ambient::init();
// lagacy... necessary?
anim.useFacialAnims = false;
if ( !isdefined( level.MissionFailed ) )
level.MissionFailed = false;
maps\_loadout::init_loadout();
common_scripts\_destructible::init();
thread common_scripts\_elevator::init();
thread common_scripts\_pipes::main();
SetObjectiveTextColors();
// global effects for objects
maps\_global_fx::main();
common_scripts\_dynamic_world::init();
//thread devhelp();// disabled due to localization errors
SetSavedDvar( "ui_campaign", level.campaign );// level.campaign is set in maps\_loadout::init_loadout
thread maps\_introscreen::main();
thread maps\_quotes::main();
// thread maps\_minefields::main();
thread maps\_shutter::main();
// thread maps\_breach::main();
// thread maps\_inventory::main();
// thread maps\_photosource::main();
thread maps\_endmission::main();
thread maps\_damagefeedback::init();
thread maps\_escalator::init();
maps\_friendlyfire::main();
// For _anim to track what animations have been used. Uncomment this locally if you need it.
// thread usedAnimations();
array_levelthread( GetEntArray( "badplace", "targetname" ), ::badplace_think );
array_levelthread( GetEntArray( "delete_on_load", "targetname" ), ::deleteEnt );
array_thread( GetNodeArray( "traverse", "targetname" ), ::traverseThink );
/# array_thread( GetNodeArray( "deprecated_traverse", "targetname" ), ::deprecatedTraverseThink ); #/
array_thread( GetEntArray( "piano_key", "targetname" ), ::pianoThink );
array_thread( GetEntArray( "piano_damage", "targetname" ), ::pianoDamageThink );
array_thread( GetEntArray( "water", "targetname" ), ::waterThink );
array_thread( GetEntArray( "kill_all_players", "targetname" ), ::kill_all_players_trigger );
flag_init( "allow_ammo_pickups" );
flag_set( "allow_ammo_pickups" );
array_thread( GetEntArray( "ammo_pickup_grenade_launcher", "targetname" ), ::ammo_pickup, "grenade_launcher" );
array_thread( GetEntArray( "ammo_pickup_rpg", "targetname" ), ::ammo_pickup, "rpg" );
array_thread( GetEntArray( "ammo_pickup_c4", "targetname" ), ::ammo_pickup, "c4" );
array_thread( GetEntArray( "ammo_pickup_claymore", "targetname" ), ::ammo_pickup, "claymore" );
array_thread( GetEntArray( "ammo_pickup_556", "targetname" ), ::ammo_pickup, "556" );
array_thread( GetEntArray( "ammo_pickup_762", "targetname" ), ::ammo_pickup, "762" );
array_thread( GetEntArray( "ammo_pickup_45", "targetname" ), ::ammo_pickup, "45" );
array_thread( GetEntArray( "ammo_pickup_pistol", "targetname" ), ::ammo_pickup, "pistol" );
thread maps\_interactive_objects::main();
thread maps\_intelligence::main();
thread maps\_gameskill::playerHealthRegenInit();
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
player thread maps\_gameskill::playerHealthRegen();
player thread playerDamageRumble();
}
thread player_special_death_hint();
// this has to come before _spawner moves the turrets around
thread massNodeInitFunctions();
// Various newvillers globalized scripts
flag_init( "spawning_friendlies" );
flag_init( "friendly_wave_spawn_enabled" );
flag_clear( "spawning_friendlies" );
level.friendly_spawner[ "rifleguy" ] = GetEntArray( "rifle_spawner", "script_noteworthy" );
level.friendly_spawner[ "smgguy" ] = GetEntArray( "smg_spawner", "script_noteworthy" );
level.spawn_funcs = [];
level.spawn_funcs[ "allies" ] = [];
level.spawn_funcs[ "axis" ] = [];
level.spawn_funcs[ "team3" ] = [];
level.spawn_funcs[ "neutral" ] = [];
thread maps\_spawner::goalVolumes();
thread maps\_spawner::friendlyChains();
thread maps\_spawner::friendlychain_onDeath();
// array_thread( GetEntArray( "ally_spawn", "targetname" ), maps\_spawner::squadThink );
array_thread( GetEntArray( "friendly_spawn", "targetname" ), maps\_spawner::friendlySpawnWave );
array_thread( GetEntArray( "flood_and_secure", "targetname" ), maps\_spawner::flood_and_secure );
// Do various things on triggers
array_thread( GetEntArray( "ambient_volume", "targetname" ), maps\_ambient::ambientVolume );
array_thread( GetEntArray( "window_poster", "targetname" ), ::window_destroy );
if ( !isdefined( level.trigger_hint_string ) )
{
level.trigger_hint_string = [];
level.trigger_hint_func = [];
}
level.shared_portable_turrets = [];
level.spawn_groups = [];
maps\_spawner::main();
// for cobrapilot extended visible distance and potentially others, stretch that horizon! - nate
// origin of prefab is copied manually by LD to brushmodel contained in the prefab, no real way to automate this AFAIK
array_thread( GetEntArray( "background_block", "targetname" ), ::background_block );
maps\_hud::init();
// maps\_hud_weapons::init();
thread load_friendlies();
// level.player thread stun_test();
thread maps\_animatedmodels::main();
thread maps\_cagedchickens::initChickens();
if ( is_coop() )
thread maps\_loadout::coop_gamesetup_menu();
thread weapon_ammo();
thread filmy();
if ( is_specialop() )
maps\_specialops::specialops_init();
// set has-played-SP when player plays the frist level in the game for the first time.
assert( isdefined( level.missionsettings ) && isdefined( level.missionsettings.levels ) );
assert( isdefined( level.script ) );
if ( level.script == level.missionsettings.levels[0].name && !( level.player getLocalPlayerProfileData( "hasEverPlayed_SP" ) ) )
{
level.player SetLocalPlayerProfileData( "hasEverPlayed_SP", true );
UpdateGamerProfile();
}
}
/*QUAKED trigger_multiple_spawn (1.0 0.5 0.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="spawner_trigger"
Spawns whatever is targetted. Currently supports AI.*/
/*QUAKED trigger_multiple_spawn_reinforcement (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="spawner_trigger"
Spawns whatever is targetted. When the targeted AI dies a reinforcement spawner will be spawned if the spawner targets another spawner. Currently supports AI.*/
/*QUAKED trigger_use_flag_set (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="flag"
Sets the script_flag when triggered. The entity that triggered it is passed with the level notify and to the flag_wait.*/
/*QUAKED trigger_use_flag_clear (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="flag"
Sets the script_flag when triggered. The entity that triggered it is passed with the level notify and to the flag_wait.*/
/*QUAKED trigger_damage_doradius_damage (0.12 0.23 1.0) ? PISTOL_NO RIFLE_NO PROJ_NO EXPLOSION_NO SPLASH_NO MELEE_NO
defaulttexture="trigger"
Wait for trigger then do lots of damage at target spot. */
/*QUAKED trigger_multiple_doradius_damage (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN
defaulttexture="trigger"
Wait for trigger then do lots of damage at target spot. */
/*QUAKED trigger_damage_player_flag_set (0.12 0.23 1.0) ? PISTOL_NO RIFLE_NO PROJ_NO EXPLOSION_NO SPLASH_NO MELEE_NO
defaulttexture="flag"
Sets the script_flag when player does damage to the trigger. */
/*QUAKED trigger_multiple_nobloodpool (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN
defaulttexture="trigger_nobloodpool"
When triggered the touching character will no longer spawn blood pools on death. When the character leaves the trigger the blood pool will be re-enabled after a short delay. */
/*QUAKED trigger_multiple_flag_set (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="flag"
Sets the script_flag when triggered. The entity that triggered it is passed with the level notify and to the flag_wait.*/
/*QUAKED trigger_multiple_flag_clear (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="flag"
Clears the script_flag when triggered.*/
/*QUAKED trigger_multiple_flag_set_touching (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="flag"
Sets the script_flag when touched and then clears the flag when no longer touched.*/
/*QUAKED trigger_multiple_flag_lookat (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="flag"
The trigger targets a script origin. When the trigger is touched and a player looks at the origin, the script_flag gets set. If there is no script_flag then any triggers targetted by the trigger_multiple_lookat get triggered. Change SCRIPT_DOT to change required dot product*/
/*QUAKED trigger_multiple_flag_looking (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="flag"
The trigger targets a script origin. When the trigger is touched and a player looks at the origin, the script_flag gets set. Change SCRIPT_DOT to change required dot product.
When the player looks away from the script origin, the script_flag is cleared.
If there is no script_flag then any triggers targetted by the trigger_multiple_lookat get triggered.
*/
/*QUAKED trigger_multiple_no_prone (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL ? ? ? TOUCH_ONCE
defaulttexture="trigger_no_prone"
*/
/*QUAKED trigger_multiple_no_crouch_or_prone (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL ? ? ? TOUCH_ONCE
defaulttexture="trigger_no_crouch_or_prone"
*/
/*QUAKED trigger_multiple_autosave (1.0 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="autosave"
Autosaves when the trigger is hit.
*/
/*QUAKED trigger_multiple_physics ( 0.0 0.63 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="trigger"
Activate a physics jolt at a specified origin.
Use script_parameters to set amount of jolt.
*/
/*QUAKED trigger_multiple_visionset (1.0 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="trigger_environment"
Changes vision set to script_visionset. Script_delay specifies how long to spend on the transition.
If it can find a fogset with the same name, it will change that as well.
*/
/*QUAKED trigger_multiple_slide (1.0 0.23 1.0) ?
defaulttexture="trigger"
Forces the player to slide.
*/
/*QUAKED script_origin_mini (1.0 0.0 0.0) (-2 -2 -2) (2 2 2)*/
/*QUAKED script_origin_small (1.0 0.0 0.0) (-4 -4 -4) (4 4 4)*/
/*QUAKED script_struct_mini (0.9 0.3 0.0) (-1 -1 -1) (1 1 1)*/
/*QUAKED script_struct_small (0.9 0.3 0.0) (-2 -2 -2) (2 2 2)*/
/*QUAKED trigger_multiple_fog (1.0 0.23 1.0) ?
defaulttexture="trigger"
Fog transition trigger.
script_fogset_start="example_start_fog"
script_fogset_end="example_end_fog"
"example_start_fog" is made from maps\_utility::create_fog("example_start_fog")
Trigger must target a script_origin to define the entry side,
this script_origin can target another optional script_origin to define exit side.
*/
/*QUAKED trigger_multiple_ambient (1.0 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="ambient"
.ambient determines the ambience for the trigger. Can be two values, like "interior exterior" and it will blend between them.
For blending, needs a targetted origin to determine blend direction.
Current sets are:
ac130
alley
bunker
city
container
exterior
exterior1
exterior2
exterior3
exterior4
exterior5
forrest
hangar
interior
interior_metal
interior_stone
interior_vehicle
interior_wood
mountains
pipe
shanty
snow_base
snow_cliff
tunnel
underpass
*/
/*QUAKED trigger_radius_glass_break (0 0.25 0.5) (-16 -16 -16) (16 16 16) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
Target to a func_glass. When an entity touching this trigger sends a level notify of "glass_break", the func_glass targeted by this trigger will break.
*/
/*QUAKED trigger_multiple_glass_break (0 0.25 0.5) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
defaulttexture="trigger"
Target to a func_glass. When an entity touching this trigger sends a level notify of "glass_break", the func_glass targeted by this trigger will break.
*/
/*QUAKED trigger_multiple_friendly_respawn (0 1 0.25) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="aitrig"
Target a script origin. Replacement friendlies will spawn from the origin.
*/
/*QUAKED trigger_multiple_friendly_stop_respawn (0.25 1 0.25) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="aitrig"
Stops friendly respawning.
*/
/*QUAKED trigger_multiple_friendly (0 1.0 0.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="aitrig"
Assign color codes to this trigger to control friendlies.
*/
/*QUAKED trigger_multiple_compass (0.2 0.9 0.7) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="trigger"
Activates the compass map set in its script_parameters.
*/
/*QUAKED trigger_multiple_specialops_flag_set (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
defaulttexture="flag"
Sets the script_flag after being triggered by all player in a specialops map. The last entity that triggered it is passed with the level notify and to the flag_wait.*/
get_load_trigger_classes()
{
trigger_classes = [];
trigger_classes[ "trigger_multiple_nobloodpool" ] = ::trigger_nobloodpool;
trigger_classes[ "trigger_multiple_flag_set" ] = ::flag_set_trigger;
trigger_classes[ "trigger_multiple_flag_clear" ] = ::flag_unset_trigger;
trigger_classes[ "trigger_use_flag_set" ] = ::flag_set_trigger;
trigger_classes[ "trigger_use_flag_clear" ] = ::flag_unset_trigger;
trigger_classes[ "trigger_multiple_flag_set_touching" ] = ::flag_set_touching;
trigger_classes[ "trigger_multiple_flag_lookat" ] = ::trigger_lookat;
trigger_classes[ "trigger_multiple_flag_looking" ] = ::trigger_looking;
trigger_classes[ "trigger_multiple_no_prone" ] = ::no_prone_think;
trigger_classes[ "trigger_multiple_no_crouch_or_prone" ] = ::no_crouch_or_prone_think;
trigger_classes[ "trigger_multiple_compass" ] = ::trigger_multiple_compass;
trigger_classes[ "trigger_multiple_specialops_flag_set" ] = ::flag_set_trigger_specialops;
if ( level.start_point != "no_game" )
{
trigger_classes[ "trigger_multiple_autosave" ] = maps\_autosave::trigger_autosave;
trigger_classes[ "trigger_multiple_spawn" ] = maps\_spawner::trigger_spawner;
trigger_classes[ "trigger_multiple_spawn_reinforcement" ] = maps\_spawner::trigger_spawner_reinforcement;
}
trigger_classes[ "trigger_multiple_slide" ] = ::trigger_slide;
trigger_classes[ "trigger_multiple_fog" ] = ::trigger_fog;
//trigger_classes[ "trigger_multiple_ambient" ] = ::trigger_ambient; // runs from global .ambient check
trigger_classes[ "trigger_damage_doradius_damage" ] = ::trigger_damage_do_radius_damage;
trigger_classes[ "trigger_multiple_doradius_damage" ] = ::trigger_multiple_do_radius_damage;
trigger_classes[ "trigger_damage_player_flag_set" ] = ::trigger_damage_player_flag_set;
trigger_classes[ "trigger_multiple_visionset" ] = ::trigger_multiple_visionset;
trigger_classes[ "trigger_multiple_glass_break" ] = ::trigger_glass_break;
trigger_classes[ "trigger_radius_glass_break" ] = ::trigger_glass_break;
trigger_classes[ "trigger_multiple_friendly_respawn" ] = ::trigger_multiple_friendly_respawn;
trigger_classes[ "trigger_multiple_friendly_stop_respawn" ] = ::trigger_multiple_friendly_stop_respawn;
trigger_classes[ "trigger_multiple_physics" ] = ::trigger_multiple_physics;
trigger_classes[ "trigger_multiple_fx_watersheeting" ] = maps\_fx::watersheeting;
return trigger_classes;
}
get_load_trigger_funcs()
{
trigger_funcs = [];
trigger_funcs[ "friendly_wave" ] = maps\_spawner::friendly_wave;
trigger_funcs[ "friendly_wave_off" ] = maps\_spawner::friendly_wave;
trigger_funcs[ "friendly_mgTurret" ] = maps\_spawner::friendly_mgTurret;
if ( level.start_point != "no_game" )
{
trigger_funcs[ "camper_spawner" ] = maps\_spawner::camper_trigger_think;
trigger_funcs[ "flood_spawner" ] = maps\_spawner::flood_trigger_think;
trigger_funcs[ "trigger_spawner" ] = maps\_spawner::trigger_spawner;
trigger_funcs[ "trigger_autosave" ] = maps\_autosave::trigger_autosave;
trigger_funcs[ "trigger_spawngroup" ] = ::trigger_spawngroup;
trigger_funcs[ "two_stage_spawner" ] = maps\_spawner::two_stage_spawner_think;
trigger_funcs[ "trigger_vehicle_spline_spawn" ] = ::trigger_vehicle_spline_spawn;
trigger_funcs[ "trigger_vehicle_spawn" ] = ::trigger_vehicle_spawn;
trigger_funcs[ "trigger_vehicle_getin_spawn" ] = ::trigger_vehicle_getin_spawn;
trigger_funcs[ "random_spawn" ] = maps\_spawner::random_spawn;
}
trigger_funcs[ "autosave_now" ] = maps\_autosave::autosave_now_trigger;
trigger_funcs[ "trigger_autosave_tactical" ] = maps\_autosave::trigger_autosave_tactical;
trigger_funcs[ "trigger_autosave_stealth" ] = maps\_autosave::trigger_autosave_stealth;
trigger_funcs[ "trigger_unlock" ] = ::trigger_unlock;
trigger_funcs[ "trigger_lookat" ] = ::trigger_lookat;
trigger_funcs[ "trigger_looking" ] = ::trigger_looking;
trigger_funcs[ "trigger_cansee" ] = ::trigger_cansee;
trigger_funcs[ "autosave_immediate" ] = maps\_autosave::trigger_autosave_immediate;
trigger_funcs[ "flag_set" ] = ::flag_set_trigger;
if ( is_coop() )
trigger_funcs[ "flag_set_coop" ] = ::flag_set_coop_trigger;
trigger_funcs[ "flag_set_player" ] = ::flag_set_player_trigger;
trigger_funcs[ "flag_unset" ] = ::flag_unset_trigger;
trigger_funcs[ "flag_clear" ] = ::flag_unset_trigger;
trigger_funcs[ "objective_event" ] = maps\_spawner::objective_event_init;
// trigger_funcs[ "eq_trigger" ] = ::eq_trigger;
trigger_funcs[ "friendly_respawn_trigger" ] = ::trigger_multiple_friendly_respawn;
trigger_funcs[ "friendly_respawn_clear" ] = ::friendly_respawn_clear;
trigger_funcs[ "radio_trigger" ] = ::radio_trigger;
trigger_funcs[ "trigger_ignore" ] = ::trigger_ignore;
trigger_funcs[ "trigger_pacifist" ] = ::trigger_pacifist;
trigger_funcs[ "trigger_delete" ] = ::trigger_turns_off;
trigger_funcs[ "trigger_delete_on_touch" ] = ::trigger_delete_on_touch;
trigger_funcs[ "trigger_off" ] = ::trigger_turns_off;
trigger_funcs[ "trigger_outdoor" ] = maps\_spawner::outdoor_think;
trigger_funcs[ "trigger_indoor" ] = maps\_spawner::indoor_think;
trigger_funcs[ "trigger_hint" ] = ::trigger_hint;
trigger_funcs[ "trigger_grenade_at_player" ] = ::throw_grenade_at_player_trigger;
trigger_funcs[ "flag_on_cleared" ] = maps\_load::flag_on_cleared;
trigger_funcs[ "flag_set_touching" ] = ::flag_set_touching;
trigger_funcs[ "delete_link_chain" ] = ::delete_link_chain;
trigger_funcs[ "trigger_fog" ] = ::trigger_fog;
trigger_funcs[ "trigger_slide" ] = ::trigger_slide;
trigger_funcs[ "trigger_dooropen" ] = ::trigger_dooropen;
trigger_funcs[ "no_crouch_or_prone" ] = ::no_crouch_or_prone_think;
trigger_funcs[ "no_prone" ] = ::no_prone_think;
return trigger_funcs;
}
init_script_triggers()
{
// run logic on these triggers from radiant
trigger_classes = get_load_trigger_classes();
trigger_funcs = get_load_trigger_funcs();
foreach ( classname, function in trigger_classes )
{
triggers = GetEntArray( classname, "classname" );
array_levelthread( triggers, function );
}
// old style targetname triggering
// trigger_multiple and trigger_radius can have the trigger_spawn flag set
trigger_multiple = GetEntArray( "trigger_multiple", "classname" );
trigger_radius = GetEntArray( "trigger_radius", "classname" );
triggers = array_merge( trigger_multiple, trigger_radius );
trigger_disk = GetEntArray( "trigger_disk", "classname" );
triggers = array_merge( triggers, trigger_disk );
trigger_once = GetEntArray( "trigger_once", "classname" );
triggers = array_merge( triggers, trigger_once );
if ( level.start_point != "no_game" )
{
for ( i = 0; i < triggers.size; i++ )
{
if ( triggers[ i ].spawnflags & 32 )
thread maps\_spawner::trigger_spawner( triggers[ i ] );
}
}
for ( p = 0; p < 7; p++ )
{
switch( p )
{
case 0:
triggertype = "trigger_multiple";
break;
case 1:
triggertype = "trigger_once";
break;
case 2:
triggertype = "trigger_use";
break;
case 3:
triggertype = "trigger_radius";
break;
case 4:
triggertype = "trigger_lookat";
break;
case 5:
triggertype = "trigger_disk";
break;
default:
Assert( p == 6 );
triggertype = "trigger_damage";
break;
}
triggers = GetEntArray( triggertype, "code_classname" );
for ( i = 0; i < triggers.size; i++ )
{
if ( IsDefined( triggers[ i ].script_flag_true ) )
level thread script_flag_true_trigger( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_flag_false ) )
level thread script_flag_false_trigger( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_autosavename ) || IsDefined( triggers[ i ].script_autosave ) )
level thread maps\_autosave::autoSaveNameThink( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_fallback ) )
level thread maps\_spawner::fallback_think( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_mgTurretauto ) )
level thread maps\_mgturret::mgTurret_auto( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_killspawner ) )
level thread maps\_spawner::kill_spawner( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_kill_vehicle_spawner ) )
level thread maps\_vehicle::kill_vehicle_spawner( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_emptyspawner ) )
level thread maps\_spawner::empty_spawner( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_prefab_exploder ) )
triggers[ i ].script_exploder = triggers[ i ].script_prefab_exploder;
if ( IsDefined( triggers[ i ].script_exploder ) )
level thread maps\_load::exploder_load( triggers[ i ] );
if ( IsDefined( triggers[ i ].ambient ) )
triggers[ i ] thread maps\_ambient::ambient_trigger();
if ( IsDefined( triggers[ i ].script_triggered_playerseek ) )
level thread triggered_playerseek( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_bctrigger ) )
level thread bctrigger( triggers[ i ] );
if ( IsDefined( triggers[ i ].script_trigger_group ) )
triggers[ i ] thread trigger_group();
if ( IsDefined( triggers[ i ].script_random_killspawner ) )
level thread maps\_spawner::random_killspawner( triggers[ i ] );
if ( IsDefined( triggers[ i ].targetname ) )
{
// do targetname specific functions
targetname = triggers[ i ].targetname;
if ( IsDefined( trigger_funcs[ targetname ] ) )
{
level thread [[ trigger_funcs[ targetname ] ]]( triggers[ i ] );
}
}
}
}
}
trigger_ambient( trigger )
{
if ( !isdefined( trigger.ambient ) )
return;
trigger thread maps\_ambient::ambient_trigger();
}
set_early_level()
{
level.early_level = [];
level.early_level[ "trainer" ] = true;
level.early_level[ "roadkill" ] = true;
level.early_level[ "cliffhanger" ] = true;
level.early_level[ "airport" ] = true;
level.early_level[ "favela" ] = true;
// level.early_level[ "invasion" ] = true;
// level.early_level[ "favela_escape" ] = true;
// level.early_level[ "arcadia" ] = true;
}
trigger_slide( trigger )
{
while ( 1 )
{
trigger waittill( "trigger", player );
player thread slideTriggerPlayerThink( trigger );
}
}
slideTriggerPlayerThink( trig )
{
if ( IsDefined( self.vehicle ) )
return;
if ( self IsSliding() )
return;
if ( isdefined( self.player_view ) )
return;
self endon( "death" );
if ( SoundExists( "SCN_cliffhanger_player_hillslide" ) )
self PlaySound( "SCN_cliffhanger_player_hillslide" );
self BeginSliding();
while ( 1 )
{
if ( !self IsTouching( trig ) )
break;
wait .05;
}
if ( IsDefined( level.end_slide_delay ) )
wait( level.end_slide_delay );
self EndSliding();
}
setup_simple_primary_lights()
{
flickering_lights = GetEntArray( "generic_flickering", "targetname" );
pulsing_lights = GetEntArray( "generic_pulsing", "targetname" );
double_strobe = GetEntArray( "generic_double_strobe", "targetname" );
array_thread( flickering_lights, maps\_lights::generic_flickering );
array_thread( pulsing_lights, maps\_lights::generic_pulsing );
array_thread( double_strobe, maps\_lights::generic_double_strobe );
}
weapon_ammo()
{
ents = GetEntArray();
for ( i = 0; i < ents.size; i++ )
{
if ( ( IsDefined( ents[ i ].classname ) ) && ( GetSubStr( ents[ i ].classname, 0, 7 ) == "weapon_" ) )
{
weap = ents[ i ];
weaponName = GetSubStr( weap.classname, 7 );
// if we're maxing everything out, do that and earlyout
if ( IsDefined( weap.script_ammo_max ) )
{
clip = WeaponClipSize( weaponName );
reserve = WeaponMaxAmmo( weaponName );
weap ItemWeaponSetAmmo( clip, reserve, clip, 0 ); // primary mode
altWeaponName = WeaponAltWeaponName( weaponName );
if( altWeaponName != "none" )
{
altclip = WeaponClipSize( altWeaponName );
altreserve = WeaponMaxAmmo( altWeaponName );
weap ItemWeaponSetAmmo( altclip, altreserve, altclip, 1 ); // altmode
}
continue;
}
change_ammo = false;
clip = undefined;
extra = undefined;
change_alt_ammo = false;
alt_clip = undefined;
alt_extra = undefined;
if ( IsDefined( weap.script_ammo_clip ) )
{
clip = weap.script_ammo_clip;
change_ammo = true;
}
if ( IsDefined( weap.script_ammo_extra ) )
{
extra = weap.script_ammo_extra;
change_ammo = true;
}
if ( IsDefined( weap.script_ammo_alt_clip ) )
{
alt_clip = weap.script_ammo_alt_clip;
change_alt_ammo = true;
}
if ( IsDefined( weap.script_ammo_alt_extra ) )
{
alt_extra = weap.script_ammo_alt_extra;
change_alt_ammo = true;
}
if ( change_ammo )
{
if ( !isdefined( clip ) )
AssertMsg( "weapon: " + weap.classname + " " + weap.origin + " sets script_ammo_extra but not script_ammo_clip" );
if ( !isdefined( extra ) )
AssertMsg( "weapon: " + weap.classname + " " + weap.origin + " sets script_ammo_clip but not script_ammo_extra" );
weap ItemWeaponSetAmmo( clip, extra );
}
if ( change_alt_ammo )
{
if ( !isdefined( alt_clip ) )
AssertMsg( "weapon: " + weap.classname + " " + weap.origin + " sets script_ammo_alt_extra but not script_ammo_alt_clip" );
if ( !isdefined( alt_extra ) )
AssertMsg( "weapon: " + weap.classname + " " + weap.origin + " sets script_ammo_alt_clip but not script_ammo_alt_extra" );
weap ItemWeaponSetAmmo( alt_clip, alt_extra, 0, 1 );
}
}
}
}
trigger_group()
{
self thread trigger_group_remove();
level endon( "trigger_group_" + self.script_trigger_group );
self waittill( "trigger" );
level notify( "trigger_group_" + self.script_trigger_group, self );
}
trigger_group_remove()
{
level waittill( "trigger_group_" + self.script_trigger_group, trigger );
if ( self != trigger )
self Delete();
}
/#
star( total )
{
PrintLn( " " );
PrintLn( " " );
PrintLn( " " );
for ( i = 0; i < total; i++ )
{
for ( z = total - i; z > 1; z-- )
Print( " " );
Print( " * " );
for ( z = 0; z < i; z++ )
Print( " ** " );
PrintLn( "" );
}
for ( i = total - 2; i > -1; i-- )
{
for ( z = total - i; z > 1; z-- )
Print( " " );
Print( " * " );
for ( z = 0; z < i; z++ )
Print( " ** " );
PrintLn( "" );
}
PrintLn( " " );
PrintLn( " " );
PrintLn( " " );
}
#/
exploder_load( trigger )
{
level endon( "killexplodertridgers" + trigger.script_exploder );
trigger waittill( "trigger" );
if ( IsDefined( trigger.script_chance ) && RandomFloat( 1 ) > trigger.script_chance )
{
if ( !trigger script_delay() )
wait 4;
level thread exploder_load( trigger );
return;
}
if ( !trigger script_delay() && IsDefined( trigger.script_exploder_delay ) )
{
wait( trigger.script_exploder_delay );
}
exploder( trigger.script_exploder );
level notify( "killexplodertridgers" + trigger.script_exploder );
}
shock_onpain()
{
PreCacheShellShock( "pain" );
PreCacheShellShock( "default" );
level.player endon( "death" );
SetDvarIfUninitialized( "blurpain", "on" );
while ( 1 )
{
oldhealth = level.player.health;
level.player waittill( "damage" );
if ( GetDvar( "blurpain" ) == "on" )
{
// PrintLn( "health dif was ", oldhealth - level.player.health );
if ( oldhealth - level.player.health < 129 )
{
// level.player ShellShock( "pain", 0.4 );
}
else
{
level.player ShellShock( "default", 5 );
}
}
}
}
usedAnimations()
{
SetDvar( "usedanim", "" );
while ( 1 )
{
if ( GetDvar( "usedanim" ) == "" )
{
wait( 2 );
continue;
}
animname = GetDvar( "usedanim" );
SetDvar( "usedanim", "" );
if ( !isdefined( level.completedAnims[ animname ] ) )
{
PrintLn( "^d -- -- No anims for ", animname, "^d -- -- -- -- -- - " );
continue;
}
PrintLn( "^d -- -- Used animations for ", animname, "^d: ", level.completedAnims[ animname ].size, "^d -- -- -- -- -- - " );
for ( i = 0; i < level.completedAnims[ animname ].size; i++ )
PrintLn( level.completedAnims[ animname ][ i ] );
}
}
badplace_think( badplace )
{
if ( !isdefined( level.badPlaces ) )
level.badPlaces = 0;
level.badPlaces++;
BadPlace_Cylinder( "badplace" + level.badPlaces, -1, badplace.origin, badplace.radius, 1024 );
}
setup_individual_exploder( ent )
{
exploder_num = ent.script_exploder;
if ( !isdefined( level.exploders[ exploder_num ] ) )
{
level.exploders[ exploder_num ] = [];
}
targetname = ent.targetname;
if ( !isdefined( targetname ) )
targetname = "";
level.exploders[ exploder_num ][ level.exploders[ exploder_num ].size ] = ent;
if ( exploder_model_starts_hidden( ent ) )
{
ent Hide();
return;
}
if ( exploder_model_is_damaged_model( ent ) )
{
ent Hide();
ent NotSolid();
if ( IsDefined( ent.script_disconnectpaths ) )
ent ConnectPaths();
return;
}
if ( exploder_model_is_chunk( ent ) )
{
ent Hide();
ent NotSolid();
if ( IsDefined( ent.spawnflags ) && ( ent.spawnflags & 1 ) )
ent ConnectPaths();
return;
}
}
setupExploders()
{
level.exploders = [];
// Hide exploder models.
ents = GetEntArray( "script_brushmodel", "classname" );
smodels = GetEntArray( "script_model", "classname" );
for ( i = 0; i < smodels.size; i++ )
ents[ ents.size ] = smodels[ i ];
foreach ( ent in ents )
{
if ( IsDefined( ent.script_prefab_exploder ) )
ent.script_exploder = ent.script_prefab_exploder;
if ( IsDefined( ent.script_exploder ) )
{
setup_individual_exploder( ent );
}
}
script_exploders = [];
potentialExploders = GetEntArray( "script_brushmodel", "classname" );
for ( i = 0; i < potentialExploders.size; i++ )
{
if ( IsDefined( potentialExploders[ i ].script_prefab_exploder ) )
potentialExploders[ i ].script_exploder = potentialExploders[ i ].script_prefab_exploder;
if ( IsDefined( potentialExploders[ i ].script_exploder ) )
script_exploders[ script_exploders.size ] = potentialExploders[ i ];
}
potentialExploders = GetEntArray( "script_model", "classname" );
for ( i = 0; i < potentialExploders.size; i++ )
{
if ( IsDefined( potentialExploders[ i ].script_prefab_exploder ) )
potentialExploders[ i ].script_exploder = potentialExploders[ i ].script_prefab_exploder;
if ( IsDefined( potentialExploders[ i ].script_exploder ) )
script_exploders[ script_exploders.size ] = potentialExploders[ i ];
}
potentialExploders = GetEntArray( "item_health", "classname" );
for ( i = 0; i < potentialExploders.size; i++ )
{
if ( IsDefined( potentialExploders[ i ].script_prefab_exploder ) )
potentialExploders[ i ].script_exploder = potentialExploders[ i ].script_prefab_exploder;
if ( IsDefined( potentialExploders[ i ].script_exploder ) )
script_exploders[ script_exploders.size ] = potentialExploders[ i ];
}
if ( !isdefined( level.createFXent ) )
level.createFXent = [];
acceptableTargetnames = [];
acceptableTargetnames[ "exploderchunk visible" ] = true;
acceptableTargetnames[ "exploderchunk" ] = true;
acceptableTargetnames[ "exploder" ] = true;
thread setup_flag_exploders();
for ( i = 0; i < script_exploders.size; i++ )
{
exploder = script_exploders[ i ];
ent = createExploder( exploder.script_fxid );
ent.v = [];
ent.v[ "origin" ] = exploder.origin;
ent.v[ "angles" ] = exploder.angles;
ent.v[ "delay" ] = exploder.script_delay;
ent.v[ "delay_post" ] = exploder.script_delay_post;
ent.v[ "firefx" ] = exploder.script_firefx;
ent.v[ "firefxdelay" ] = exploder.script_firefxdelay;
ent.v[ "firefxsound" ] = exploder.script_firefxsound;
ent.v[ "firefxtimeout" ] = exploder.script_firefxtimeout;
ent.v[ "earthquake" ] = exploder.script_earthquake;
ent.v[ "rumble" ] = exploder.script_rumble;
ent.v[ "damage" ] = exploder.script_damage;
ent.v[ "damage_radius" ] = exploder.script_radius;
ent.v[ "soundalias" ] = exploder.script_soundalias;
ent.v[ "repeat" ] = exploder.script_repeat;
ent.v[ "delay_min" ] = exploder.script_delay_min;
ent.v[ "delay_max" ] = exploder.script_delay_max;
ent.v[ "target" ] = exploder.target;
ent.v[ "ender" ] = exploder.script_ender;
ent.v[ "physics" ] = exploder.script_physics;
ent.v[ "type" ] = "exploder";
// ent.v[ "worldfx" ] = true;
if ( !isdefined( exploder.script_fxid ) )
ent.v[ "fxid" ] = "No FX";
else
ent.v[ "fxid" ] = exploder.script_fxid;
ent.v[ "exploder" ] = exploder.script_exploder;
AssertEx( IsDefined( exploder.script_exploder ), "Exploder at origin " + exploder.origin + " has no script_exploder" );
if ( !isdefined( ent.v[ "delay" ] ) )
ent.v[ "delay" ] = 0;
if ( IsDefined( exploder.target ) )
{
get_ent = GetEntArray( ent.v[ "target" ], "targetname" )[ 0 ];
if ( IsDefined( get_ent ) )
{
org = get_ent.origin;
ent.v[ "angles" ] = VectorToAngles( org - ent.v[ "origin" ] );
}
else
{
get_ent = get_target_ent( ent.v[ "target" ] );
if ( IsDefined( get_ent ) )
{
org = get_ent.origin;
ent.v[ "angles" ] = VectorToAngles( org - ent.v[ "origin" ] );
}
}
// forward = AnglesToForward( angles );
// up = AnglesToUp( angles );
}
// this basically determines if its a brush / model exploder or not
if ( exploder.code_classname == "script_brushmodel" || IsDefined( exploder.model ) )
{
ent.model = exploder;
ent.model.disconnect_paths = exploder.script_disconnectpaths;
}
if ( IsDefined( exploder.targetname ) && IsDefined( acceptableTargetnames[ exploder.targetname ] ) )
ent.v[ "exploder_type" ] = exploder.targetname;
else
ent.v[ "exploder_type" ] = "normal";
ent common_scripts\_createfx::post_entity_creation_function();
}
}
setup_flag_exploders()
{
// createfx has to do 2 waittillframeends so we have to do 3 to make sure this comes after
// createfx is all done setting up. Who will raise the gambit to 4?
waittillframeend;
waittillframeend;
waittillframeend;
exploder_flags = [];
foreach ( ent in level.createFXent )
{
if ( ent.v[ "type" ] != "exploder" )
continue;
theFlag = ent.v[ "flag" ];
if ( !isdefined( theFlag ) )
{
continue;
}
if ( theFlag == "nil" )
{
ent.v[ "flag" ] = undefined;
}
exploder_flags[ theFlag ] = true;
}
foreach ( msg, _ in exploder_flags )
{
thread exploder_flag_wait( msg );
}
}
exploder_flag_wait( msg )
{
if ( !flag_exist( msg ) )
flag_init( msg );
flag_wait( msg );
foreach ( ent in level.createFXent )
{
if ( ent.v[ "type" ] != "exploder" )
continue;
theFlag = ent.v[ "flag" ];
if ( !isdefined( theFlag ) )
{
continue;
}
if ( theFlag != msg )
continue;
ent activate_individual_exploder();
}
}
nearAIRushesPlayer()
{
if ( IsAlive( level.enemySeekingPlayer ) )
return;
enemy = get_closest_ai( level.player.origin, "bad_guys" );
if ( !isdefined( enemy ) )
return;
if ( Distance( enemy.origin, level.player.origin ) > 400 )
return;
level.enemySeekingPlayer = enemy;
enemy SetGoalEntity( level.player );
enemy.goalradius = 512;
}
playerDamageRumble()
{
while ( true )
{
self waittill( "damage", amount );
if ( IsDefined( self.specialDamage ) )
continue;
self PlayRumbleOnEntity( "damage_heavy" );
}
}
playerDamageShellshock()
{
while ( true )
{
level.player waittill( "damage", damage, attacker, direction_vec, point, cause );
if ( cause == "MOD_EXPLOSIVE" ||
cause == "MOD_GRENADE" ||
cause == "MOD_GRENADE_SPLASH" ||
cause == "MOD_PROJECTILE" ||
cause == "MOD_PROJECTILE_SPLASH" )
{
time = 0;
multiplier = level.player.maxhealth / 100;
scaled_damage = damage * multiplier;
if ( scaled_damage >= 90 )
time = 4;
else if ( scaled_damage >= 50 )
time = 3;
else if ( scaled_damage >= 25 )
time = 2;
else if ( scaled_damage > 10 )
time = 1;
if ( time )
level.player ShellShock( "default", time );
}
}
}
map_is_early_in_the_game()
{
/#
if ( IsDefined( level.testmap ) )
return true;
#/
if ( IsDefined( level.early_level[ level.script ] ) )
return level.early_level[ level.script ];
else
return false;
}
player_throwgrenade_timer()
{
self endon( "death" );
self.lastgrenadetime = 0;
while ( 1 )
{
while ( ! self IsThrowingGrenade() )
wait .05;
self.lastgrenadetime = GetTime();
while ( self IsThrowingGrenade() )
wait .05;
}
}
player_special_death_hint()
{
// Special Ops requires a different style of tracking and custom language in the hints.
// Safer to branch cleanly and track separately from SP.
if ( is_specialop() )
return;
if ( IsAlive( level.player ) )
thread maps\_quotes::setDeadQuote();
level.player thread player_throwgrenade_timer();
level.player waittill( "death", attacker, cause, weaponName );
if ( cause != "MOD_GRENADE" && cause != "MOD_GRENADE_SPLASH" && cause != "MOD_SUICIDE" && cause != "MOD_EXPLOSIVE" )
return;
if ( level.gameskill >= 2 )
{
// less death hinting on hard / fu
if ( !map_is_early_in_the_game() )
return;
}
if ( cause == "MOD_SUICIDE" )
{
if ( ( level.player.lastgrenadetime - GetTime() ) > 3.5 * 1000 )
return;// magic number copied from fraggrenade asset.
level notify( "new_quote_string" );
// You died holding a grenade for too long.
// Holding ^3[{+frag}]^7 allows you to cook off live grenades.
thread grenade_death_text_hudelement( &"SCRIPT_GRENADE_SUICIDE_LINE1", &"SCRIPT_GRENADE_SUICIDE_LINE2" );
return;
}
if ( cause == "MOD_EXPLOSIVE" )
{
if ( level.player destructible_death( attacker ) )
return;
if ( level.player exploding_barrel_death_af_chase( attacker ) )
return;
if ( level.player vehicle_death( attacker ) )
return;
if ( level.player exploding_barrel_death( attacker ) )
return;
}
if ( cause == "MOD_GRENADE" || cause == "MOD_GRENADE_SPLASH" )
{
if ( IsDefined( weaponName ) && !IsWeaponDetonationTimed( weaponName ) )
{
return;
}
level notify( "new_quote_string" );
// Would putting the content of the string here be so hard?
SetDvar( "ui_deadquote", "@SCRIPT_GRENADE_DEATH" );
thread grenade_death_indicator_hudelement();
return;
}
}
vehicle_death( attacker )
{
if ( !isdefined( attacker ) )
return false;
if ( attacker.code_classname != "script_vehicle" )
return false;
level notify( "new_quote_string" );
// You were killed by an exploding vehicle. Vehicles on fire are likely to explode.
SetDvar( "ui_deadquote", "@SCRIPT_EXPLODING_VEHICLE_DEATH" );
thread special_death_indicator_hudelement( "hud_burningcaricon", 96, 96 );
return true;
}
destructible_death( attacker )
{
if ( !isdefined( attacker ) )
return false;
if ( !isdefined( attacker.destructible_type ) )
return false;
level notify( "new_quote_string" );
if ( IsSubStr( attacker.destructible_type, "vehicle" ) )
{
// You were killed by an exploding vehicle. Vehicles on fire are likely to explode.
SetDvar( "ui_deadquote", "@SCRIPT_EXPLODING_VEHICLE_DEATH" );
thread special_death_indicator_hudelement( "hud_burningcaricon", 96, 96 );
}
else
{
// You were killed by an explosion.\nSome burning objects can explode.
SetDvar( "ui_deadquote", "@SCRIPT_EXPLODING_DESTRUCTIBLE_DEATH" );
thread special_death_indicator_hudelement( "hud_destructibledeathicon", 96, 96 );
}
return true;
}
exploding_barrel_death_af_chase( attacker )
{
// paranoid.. can't imagine how this would break the game but just in case.
// just reordering things so the that we get the exploding barrel death message before the vehilce one.
// see bugzilla 110565
// next game maybe just put this before the vehicle death.
if( level.script != "af_chase" )
return false;
return exploding_barrel_death( attacker );
}
exploding_barrel_death( attacker )
{
// check if the death was caused by a barrel
// have to check time and location against the last explosion because the attacker isn't the
// barrel because the ent that damaged the barrel is passed through as the attacker instead
if ( IsDefined( level.lastExplodingBarrel ) )
{
// killed the same frame a barrel exploded
if ( GetTime() != level.lastExplodingBarrel[ "time" ] )
return false;
// within the blast radius of the barrel that exploded
d = Distance( self.origin, level.lastExplodingBarrel[ "origin" ] );
if ( d > level.lastExplodingBarrel[ "radius" ] )
return false;
// must have been killed by that barrel
level notify( "new_quote_string" );
// You were killed by an exploding barrel. Red barrels will explode when shot.
SetDvar( "ui_deadquote", "@SCRIPT_EXPLODING_BARREL_DEATH" );
thread special_death_indicator_hudelement( "hud_burningbarrelicon", 64, 64 );
return true;
}
return false;
}
grenade_death_text_hudelement( textLine1, textLine2 )
{
level.player.failingMission = true;
SetDvar( "ui_deadquote", "" );
wait( 1.5 );
fontElem = NewHudElem();
fontElem.elemType = "font";
fontElem.font = "default";
fontElem.fontscale = 1.5;
fontElem.x = 0;
fontElem.y = -30;
fontElem.alignX = "center";
fontElem.alignY = "middle";
fontElem.horzAlign = "center";
fontElem.vertAlign = "middle";
fontElem SetText( textLine1 );
fontElem.foreground = true;
fontElem.alpha = 0;
fontElem FadeOverTime( 1 );
fontElem.alpha = 1;
if ( IsDefined( textLine2 ) )
{
fontElem = NewHudElem();
fontElem.elemType = "font";
fontElem.font = "default";
fontElem.fontscale = 1.5;
fontElem.x = 0;
fontElem.y = -25 + level.fontHeight * fontElem.fontscale;
fontElem.alignX = "center";
fontElem.alignY = "middle";
fontElem.horzAlign = "center";
fontElem.vertAlign = "middle";
fontElem SetText( textLine2 );
fontElem.foreground = true;
fontElem.alpha = 0;
fontElem FadeOverTime( 1 );
fontElem.alpha = 1;
}
}
grenade_death_indicator_hudelement()
{
wait( 1.5 );
overlay = NewHudElem();
overlay.x = 0;
overlay.y = 68;
overlay SetShader( "hud_grenadeicon", 50, 50 );
overlay.alignX = "center";
overlay.alignY = "middle";
overlay.horzAlign = "center";
overlay.vertAlign = "middle";
overlay.foreground = true;
overlay.alpha = 0;
overlay FadeOverTime( 1 );
overlay.alpha = 1;
overlay = NewHudElem();
overlay.x = 0;
overlay.y = 25;
overlay SetShader( "hud_grenadepointer", 50, 25 );
overlay.alignX = "center";
overlay.alignY = "middle";
overlay.horzAlign = "center";
overlay.vertAlign = "middle";
overlay.foreground = true;
overlay.alpha = 0;
overlay FadeOverTime( 1 );
overlay.alpha = 1;
}
special_death_indicator_hudelement( shader, iWidth, iHeight, fDelay )
{
if ( !isdefined( fDelay ) )
fDelay = 1.5;
wait fDelay;
overlay = NewHudElem();
overlay.x = 0;
overlay.y = 40;
overlay SetShader( shader, iWidth, iHeight );
overlay.alignX = "center";
overlay.alignY = "middle";
overlay.horzAlign = "center";
overlay.vertAlign = "middle";
overlay.foreground = true;
overlay.alpha = 0;
overlay FadeOverTime( 1 );
overlay.alpha = 1;
}
triggered_playerseek( trig )
{
groupNum = trig.script_triggered_playerseek;
trig waittill( "trigger" );
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
if ( !isAlive( ai[ i ] ) )
continue;
if ( ( IsDefined( ai[ i ].script_triggered_playerseek ) ) && ( ai[ i ].script_triggered_playerseek == groupNum ) )
{
ai[ i ].goalradius = 800;
ai[ i ] SetGoalEntity( level.player );
level thread maps\_spawner::delayed_player_seek_think( ai[ i ] );
}
}
}
traverseThink()
{
ent = GetEnt( self.target, "targetname" );
self.traverse_height = ent.origin[ 2 ];
ent Delete();
}
/#
deprecatedTraverseThink()
{
wait .05;
PrintLn( "^1Warning: deprecated traverse used in this map somewhere around " + self.origin );
if ( GetDvarInt( "scr_traverse_debug" ) )
{
while ( 1 )
{
Print3d( self.origin, "deprecated traverse!" );
wait .05;
}
}
}
#/
pianoDamageThink()
{
org = self GetOrigin();
//
// self SetHintString( &"SCRIPT_PLATFORM_PIANO" );
note[ 0 ] = "large";
note[ 1 ] = "small";
for ( ;; )
{
self waittill( "trigger" );
thread play_sound_in_space( "bullet_" + random( note ) + "_piano", org );
}
}
pianoThink()
{
org = self GetOrigin();
note = "piano_" + self.script_noteworthy;
//
self SetHintString( &"SCRIPT_PLATFORM_PIANO" );
for ( ;; )
{
self waittill( "trigger" );
thread play_sound_in_space( note, org );
}
}
bcTrigger( trigger )
{
realTrigger = undefined;
// see if this targets an auxiliary trigger for advanced usage
if ( IsDefined( trigger.target ) )
{
targetEnts = GetEntArray( trigger.target, "targetname" );
if ( IsSubStr( targetEnts[ 0 ].classname, "trigger" ) )
{
realTrigger = targetEnts[ 0 ];
}
}
// if we target an auxiliary trigger, that one kicks off the custom battlechatter event
if ( IsDefined( realTrigger ) )
{
realTrigger waittill( "trigger", other );
}
else
{
trigger waittill( "trigger", other );
}
soldier = undefined;
// for advanced usage: target an auxiliary trigger that kicks off the battlechatter event, but only
// if the player is touching the trigger that targets it.
if ( IsDefined( realTrigger ) )
{
// enemy touched trigger, have a friendly tell the player about it
if ( ( other.team != level.player.team ) && level.player IsTouching( trigger ) )
{
soldier = level.player animscripts\battlechatter::getClosestFriendlySpeaker( "custom" );
}
// friendly touched auxiliary trigger, have the enemy AI chatter about it
else if ( other.team == level.player.team )
{
enemyTeam = "axis";
if ( level.player.team == "axis" )
{
enemyTeam = "allies";
}
soldiers = animscripts\battlechatter::getSpeakers( "custom", enemyTeam );
// for some reason, get_array_of_farthest returns the closest at index 0
soldiers = get_array_of_farthest( level.player.origin, soldiers );
foreach ( guy in soldiers )
{
if ( guy IsTouching( trigger ) )
{
soldier = guy;
if ( bcTrigger_validate_distance( guy.origin ) )
{
break;
}
}
}
}
}
// otherwise we're just using one trigger
else if ( IsPlayer( other ) )
{
soldier = other animscripts\battlechatter::getClosestFriendlySpeaker( "custom" );
}
else
{
soldier = other;
}
if ( !IsDefined( soldier ) )
{
return;
}
if ( !bcTrigger_validate_distance( soldier.origin ) )
{
return;
}
success = soldier custom_battlechatter( trigger.script_bctrigger );
// if the chatter didn't play successfully, rethread the function on the trigger
if ( !success )
{
level delayThread( 0.25, ::bcTrigger, trigger );
}
else
{
trigger notify( "custom_battlechatter_done" );
}
}
bcTrigger_validate_distance( speakerOrigin )
{
if ( Distance( speakerOrigin, level.player GetOrigin() ) <= 512 )
{
return true;
}
return false;
}
waterThink()
{
Assert( IsDefined( self.target ) );
targeted = GetEnt( self.target, "targetname" );
Assert( IsDefined( targeted ) );
waterHeight = targeted.origin[ 2 ];
targeted = undefined;
level.depth_allow_prone = 8;
level.depth_allow_crouch = 33;
level.depth_allow_stand = 50;
wasInWater = false;
//prof_begin( "water_stance_controller" );
for ( ;; )
{
wait 0.05;
// restore all defaults
if ( !level.player.inWater && wasInWater )
{
wasInWater = false;
level.player AllowProne( true );
level.player AllowCrouch( true );
level.player AllowStand( true );
thread waterThink_rampSpeed( level.default_run_speed );
}
// wait until in water
self waittill( "trigger" );
level.player.inWater = true;
wasInWater = true;
while ( level.player IsTouching( self ) )
{
level.player.inWater = true;
playerOrg = level.player GetOrigin();
d = ( playerOrg[ 2 ] - waterHeight );
if ( d > 0 )
break;
// slow the players movement based on how deep it is
newSpeed = Int( level.default_run_speed - abs( d * 5 ) );
if ( newSpeed < 50 )
newSpeed = 50;
Assert( newSpeed <= 190 );
thread waterThink_rampSpeed( newSpeed );
// controll the allowed stances in this water height
if ( abs( d ) > level.depth_allow_crouch )
level.player AllowCrouch( false );
else
level.player AllowCrouch( true );
if ( abs( d ) > level.depth_allow_prone )
level.player AllowProne( false );
else
level.player AllowProne( true );
wait 0.5;
}
level.player.inWater = false;
wait 0.05;
}
//prof_end( "water_stance_controller" );
}
waterThink_rampSpeed( newSpeed )
{
level notify( "ramping_water_movement_speed" );
level endon( "ramping_water_movement_speed" );
rampTime = 0.5;
numFrames = Int( rampTime * 20 );
currentSpeed = GetDvarInt( "g_speed" );
qSlower = false;
if ( newSpeed < currentSpeed )
qSlower = true;
speedDifference = Int( abs( currentSpeed - newSpeed ) );
speedStepSize = Int( speedDifference / numFrames );
for ( i = 0; i < numFrames; i++ )
{
currentSpeed = GetDvarInt( "g_speed" );
if ( qSlower )
SetSavedDvar( "g_speed", ( currentSpeed - speedStepSize ) );
else
SetSavedDvar( "g_speed", ( currentSpeed + speedStepSize ) );
wait 0.05;
}
SetSavedDvar( "g_speed", newSpeed );
}
massNodeInitFunctions()
{
nodes = GetAllNodes();
thread maps\_mgturret::auto_mgTurretLink( nodes );
thread maps\_mgturret::saw_mgTurretLink( nodes );
thread maps\_colors::init_color_grouping( nodes );
}
/*
* * * * * * * * * *
TRIGGER_UNLOCK
* * * * * * * * * *
*/
trigger_unlock( trigger )
{
// trigger unlocks unlock another trigger. When that trigger is hit, all unlocked triggers relock
// trigger_unlocks with the same script_noteworthy relock the same triggers
noteworthy = "not_set";
if ( IsDefined( trigger.script_noteworthy ) )
noteworthy = trigger.script_noteworthy;
target_triggers = GetEntArray( trigger.target, "targetname" );
trigger thread trigger_unlock_death( trigger.target );
for ( ;; )
{
array_thread( target_triggers, ::trigger_off );
trigger waittill( "trigger" );
array_thread( target_triggers, ::trigger_on );
wait_for_an_unlocked_trigger( target_triggers, noteworthy );
array_notify( target_triggers, "relock" );
}
}
trigger_unlock_death( target )
{
self waittill( "death" );
target_triggers = GetEntArray( target, "targetname" );
array_thread( target_triggers, ::trigger_off );
}
wait_for_an_unlocked_trigger( triggers, noteworthy )
{
level endon( "unlocked_trigger_hit" + noteworthy );
ent = SpawnStruct();
for ( i = 0; i < triggers.size; i++ )
{
triggers[ i ] thread report_trigger( ent, noteworthy );
}
ent waittill( "trigger" );
level notify( "unlocked_trigger_hit" + noteworthy );
}
report_trigger( ent, noteworthy )
{
self endon( "relock" );
level endon( "unlocked_trigger_hit" + noteworthy );
self waittill( "trigger" );
ent notify( "trigger" );
}
/*
* * * * * * * * * *
TRIGGER_LOOKAT
* * * * * * * * * *
*/
get_trigger_targs()
{
triggers = [];
target_origin = undefined;// was self.origin
if ( IsDefined( self.target ) )
{
targets = GetEntArray( self.target, "targetname" );
orgs = [];
foreach ( target in targets )
{
if ( target.classname == "script_origin" )
orgs[ orgs.size ] = target;
if ( IsSubStr( target.classname, "trigger" ) )
triggers[ triggers.size ] = target;
}
targets = getstructarray( self.target, "targetname" );
foreach ( target in targets )
{
orgs[ orgs.size ] = target;
}
AssertEx( orgs.size < 2, "Trigger at " + self.origin + " targets multiple script origins" );
if ( orgs.size == 1 )
{
org = orgs[ 0 ];
target_origin = org.origin;
if ( IsDefined( org.code_classname ) )
org Delete();
}
}
/#
if ( IsDefined( self.targetname ) )
AssertEx( IsDefined( target_origin ), self.targetname + " at " + self.origin + " has no target origin." );
else
AssertEx( IsDefined( target_origin ), self.classname + " at " + self.origin + " has no target origin." );
#/
array = [];
array[ "triggers" ] = triggers;
array[ "target_origin" ] = target_origin;
return array;
}
trigger_lookat( trigger )
{
// ends when the flag is hit
trigger_lookat_think( trigger, true );
}
trigger_looking( trigger )
{
// flag is only set while the thing is being looked at
trigger_lookat_think( trigger, false );
}
trigger_visionset_change( trigger )
{
AssertEx( IsDefined( trigger.script_visionset ), "trigger_multiple_visionset at " + trigger.origin + " has no script_visionset." );
transition = 3;
if ( IsDefined( trigger.script_delay ) )
transition = trigger.script_delay;
while ( 1 )
{
trigger waittill( "trigger" );
set_vision_set( trigger.script_visionset, transition );
wait transition;
}
}
trigger_lookat_think( trigger, endOnFlag )
{
success_dot = 0.78;
if ( IsDefined( trigger.script_dot ) )
{
success_dot = trigger.script_dot;
AssertEx( success_dot <= 1, "Script_dot should be between 0 and 1" );
}
array = trigger get_trigger_targs();
triggers = array[ "triggers" ];
target_origin = array[ "target_origin" ];
has_flag = IsDefined( trigger.script_flag ) || IsDefined( trigger.script_noteworthy );
flagName = undefined;
if ( has_flag )
{
flagName = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flagName ] ) )
flag_init( flagName );
}
else
{
if ( !triggers.size )
AssertEx( IsDefined( trigger.script_flag ) || IsDefined( trigger.script_noteworthy ), "Trigger_lookat at " + trigger.origin + " has no script_flag! The script_flag is used as a flag that gets set when the trigger is activated." );
}
if ( endOnFlag && has_flag )
{
level endon( flagName );
}
trigger endon( "death" );
do_sighttrace = false;
if ( IsDefined( trigger.script_parameters ) )
{
do_sighttrace = !issubstr( "no_sight", trigger.script_parameters );
}
// touching_trigger = [];
for ( ;; )
{
if ( has_flag )
flag_clear( flagName );
trigger waittill( "trigger", other );
AssertEx( IsPlayer( other ), "trigger_lookat currently only supports looking from the player" );
touching_trigger = [];
while ( other IsTouching( trigger ) )
{
if ( do_sighttrace && !sightTracePassed( other GetEye(), target_origin, false, undefined ) )
{
if ( has_flag )
flag_clear( flagName );
wait( 0.5 );
continue;
}
normal = VectorNormalize( target_origin - other.origin );
player_angles = other GetPlayerAngles();
player_forward = AnglesToForward( player_angles );
// angles = VectorToAngles( target_origin - other.origin );
// forward = AnglesToForward( angles );
// draw_arrow( level.player.origin, level.player.origin + vector_multiply( forward, 150 ), ( 1, 0.5, 0 ) );
// draw_arrow( level.player.origin, level.player.origin + vector_multiply( player_forward, 150 ), ( 0, 0.5, 1 ) );
dot = VectorDot( player_forward, normal );
if ( dot >= success_dot )
{
// notify targetted triggers as well
array_thread( triggers, ::send_notify, "trigger" );
if ( has_flag )
flag_set( flagName, other );
if ( endOnFlag )
return;
wait( 2 );
}
else
{
if ( has_flag )
flag_clear( flagName );
}
if ( do_sighttrace )
wait( 0.5 );
else
wait 0.05;
}
}
}
/*
* * * * * * * * * *
TRIGGER_CANSEE
* * * * * * * * * *
*/
trigger_cansee( trigger )
{
triggers = [];
target_origin = undefined;// was trigger.origin
array = trigger get_trigger_targs();
triggers = array[ "triggers" ];
target_origin = array[ "target_origin" ];
has_flag = IsDefined( trigger.script_flag ) || IsDefined( trigger.script_noteworthy );
flagName = undefined;
if ( has_flag )
{
flagName = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flagName ] ) )
flag_init( flagName );
}
else
{
if ( !triggers.size )
AssertEx( IsDefined( trigger.script_flag ) || IsDefined( trigger.script_noteworthy ), "Trigger_cansee at " + trigger.origin + " has no script_flag! The script_flag is used as a flag that gets set when the trigger is activated." );
}
trigger endon( "death" );
range = 12;
offsets = [];
offsets[ offsets.size ] = ( 0, 0, 0 );
offsets[ offsets.size ] = ( range, 0, 0 );
offsets[ offsets.size ] = ( range * -1, 0, 0 );
offsets[ offsets.size ] = ( 0, range, 0 );
offsets[ offsets.size ] = ( 0, range * -1, 0 );
offsets[ offsets.size ] = ( 0, 0, range );
for ( ;; )
{
if ( has_flag )
flag_clear( flagName );
trigger waittill( "trigger", other );
AssertEx( IsPlayer( other ), "trigger_cansee currently only supports looking from the player" );
while ( level.player IsTouching( trigger ) )
{
if ( !( other cantraceto( target_origin, offsets ) ) )
{
if ( has_flag )
flag_clear( flagName );
wait( 0.1 );
continue;
}
if ( has_flag )
flag_set( flagName );
// notify targetted triggers as well
array_thread( triggers, ::send_notify, "trigger" );
wait( 0.5 );
}
}
}
cantraceto( target_origin, offsets )
{
for ( i = 0; i < offsets.size; i++ )
{
if ( SightTracePassed( self GetEye(), target_origin + offsets[ i ], true, self ) )
return true;
}
return false;
}
indicate_start( start )
{
hudelem = NewHudElem();
hudelem.alignX = "left";
hudelem.alignY = "middle";
hudelem.x = 10;
hudelem.y = 400;
// hudelem.label = "Loading from start: " + start;
hudelem SetText( start );
hudelem.alpha = 0;
hudelem.fontScale = 3;
wait( 1 );
hudelem FadeOverTime( 1 );
hudelem.alpha = 1;
wait( 5 );
hudelem FadeOverTime( 1 );
hudelem.alpha = 0;
wait( 1 );
hudelem Destroy();
}
handle_starts()
{
create_dvar( "start", "" );
if ( GetDvar( "scr_generateClipModels" ) != "" && GetDvar( "scr_generateClipModels" ) != "0" )
return;// shortcut for generating clipmodels gah.
if ( !isdefined( level.start_functions ) )
level.start_functions = [];
PrecacheMenu( "start" );
AssertEx( GetDvar( "jumpto" ) == "", "Use the START dvar instead of JUMPTO" );
start = ToLower( GetDvar( "start" ) );
// find the start that matches the one the dvar is set to, and execute it
dvars = get_start_dvars();
if ( IsDefined( level.start_point ) )
start = level.start_point;
// first try to find the start based on the dvar
start_index = 0;
for ( i = 0; i < dvars.size; i++ )
{
if ( start == dvars[ i ] )
{
start_index = i;
level.start_point = dvars[ i ];
break;
}
}
// then try based on the override
if ( IsDefined( level.default_start_override ) && !isdefined( level.start_point ) )
{
foreach ( index, dvar in dvars )
{
if ( level.default_start_override == dvar )
{
start_index = index;
level.start_point = dvar;
break;
}
}
}
if ( !isdefined( level.start_point ) )
{
// was a start set with default_start()?
if ( IsDefined( level.default_start ) )
level.start_point = "default";
else
if ( level_has_start_points() )
level.start_point = level.start_functions[ 0 ][ "name" ];
else
level.start_point = "default";
}
waittillframeend;// starts happen at the end of the first frame, so threads in the mission have a chance to run and init stuff
thread start_menu();
if ( level.start_point == "default" )
{
if ( IsDefined( level.default_start ) )
{
level thread [[ level.default_start ]]();
}
}
else
{
/#
if ( IsDefined( level.start_loc_string[ level.start_point ] ) )
thread indicate_start( level.start_loc_string[ level.start_point ] );
else
thread indicate_start( level.start_point );
#/
start_array = level.start_arrays[ level.start_point ];
thread [[ start_array[ "start_func" ] ]]();
}
if ( is_default_start() )
{
string = get_string_for_starts( dvars );
SetDvar( "start", string );
}
waittillframeend;// let the frame finish for all ai init type stuff that goes on in start points
previously_run_logic_functions = [];
// run each logic function in order
for ( i = start_index; i < level.start_functions.size; i++ )
{
start_array = level.start_functions[ i ];
if ( !isdefined( start_array[ "logic_func" ] ) )
continue;
if ( already_ran_function( start_array[ "logic_func" ], previously_run_logic_functions ) )
continue;
[[ start_array[ "logic_func" ] ]]();
previously_run_logic_functions[ previously_run_logic_functions.size ] = start_array[ "logic_func" ];
}
}
already_ran_function( func, previously_run_logic_functions )
{
foreach ( logic_function in previously_run_logic_functions )
{
if ( logic_function == func )
return true;
}
return false;
}
get_string_for_starts( dvars )
{
string = " ** No starts have been set up for this map with maps\_utility::add_start().";
if ( dvars.size )
{
string = " ** ";
for ( i = dvars.size - 1; i >= 0; i-- )
{
string = string + dvars[ i ] + " ";
}
}
SetDvar( "start", string );
return string;
}
create_start( start, index )
{
hudelem = NewHudElem();
hudelem.alignX = "left";
hudelem.alignY = "middle";
hudelem.x = 80;
hudelem.y = 80 + index * 18;
hudelem SetText( start );
hudelem.alpha = 0;
hudelem.foreground = true;
hudelem.fontScale = 1.75;
hudelem FadeOverTime( 0.5 );
hudelem.alpha = 1;
return hudelem;
}
start_menu()
{
/#
if ( !isdefined( level.start_loc_string ) )
{
level.start_loc_string = [];
}
for ( ;; )
{
if ( GetDvarInt( "debug_start" ) )
{
SetDevDvar( "debug_start", 0 );
SetSavedDvar( "hud_drawhud", 1 );
display_starts();
}
else
{
level.display_starts_Pressed = false;
}
wait( 0.05 );
}
#/
}
start_nogame()
{
//empty.. this start for when you want to play without playing. for viewing geo maybe?
array_call( GetAIArray(), ::Delete );
array_call( GetSpawnerArray(), ::Delete );
//array_call( GetEntArray( "trigger_multiple", "code_classname" ), ::Delete );
//array_call( GetEntArray( "trigger_radius", "code_classname" ), ::Delete );
}
get_start_dvars()
{
dvars = [];
for ( i = 0; i < level.start_functions.size; i++ )
{
dvars[ dvars.size ] = level.start_functions[ i ][ "name" ];
}
return dvars;
}
display_starts()
{
level.display_starts_Pressed = true;
if ( level.start_functions.size <= 0 )
return;
dvars = get_start_dvars();
dvars[ dvars.size ] = "default";
dvars[ dvars.size ] = "cancel";
dvars = array_reverse( dvars );
// Available Starts:
title = create_start( "Available Starts:", -1 );
title.color = ( 1, 1, 1 );
elems = [];
for ( i = 0; i < dvars.size; i++ )
{
dvar = dvars[ i ];
start_string = "[" + dvars[ i ] + "]";
if ( IsDefined( level.start_loc_string[ dvar ] ) )
{
start_string += " -> ";
start_string += level.start_loc_string[ dvar ];
}
elems[ elems.size ] = create_start( start_string, dvars.size - i );
}
selected = dvars.size - 1;
up_pressed = false;
down_pressed = false;
for ( ;; )
{
if ( !( level.player ButtonPressed( "F10" ) ) )
{
level.display_starts_Pressed = false;
}
for ( i = 0; i < dvars.size; i++ )
{
elems[ i ].color = ( 0.7, 0.7, 0.7 );
}
elems[ selected ].color = ( 1, 1, 0 );
if ( !up_pressed )
{
if ( level.player ButtonPressed( "UPARROW" ) || level.player ButtonPressed( "DPAD_UP" ) || level.player ButtonPressed( "APAD_UP" ) )
{
up_pressed = true;
selected++;
}
}
else
{
if ( !level.player ButtonPressed( "UPARROW" ) && !level.player ButtonPressed( "DPAD_UP" ) && !level.player ButtonPressed( "APAD_UP" ) )
up_pressed = false;
}
if ( !down_pressed )
{
if ( level.player ButtonPressed( "DOWNARROW" ) || level.player ButtonPressed( "DPAD_DOWN" ) || level.player ButtonPressed( "APAD_DOWN" ) )
{
down_pressed = true;
selected--;
}
}
else
{
if ( !level.player ButtonPressed( "DOWNARROW" ) && !level.player ButtonPressed( "DPAD_DOWN" ) && !level.player ButtonPressed( "APAD_DOWN" ) )
down_pressed = false;
}
if ( selected < 0 )
selected = dvars.size - 1;
if ( selected >= dvars.size )
selected = 0;
if ( level.player ButtonPressed( "kp_enter" ) || level.player ButtonPressed( "BUTTON_A" ) || level.player ButtonPressed( "enter" ) )
{
if ( dvars[ selected ] == "cancel" )
{
title Destroy();
for ( i = 0; i < elems.size; i++ )
{
elems[ i ] Destroy();
}
break;
}
SetDvar( "start", dvars[ selected ] );
level.player OpenPopupMenu( "start" );
// ChangeLevel( level.script, false );
}
wait( 0.05 );
}
}
start_button_combo()
{
if ( !( level.player ButtonPressed( "BUTTON_RSTICK" ) ) )
return false;
if ( !( level.player ButtonPressed( "BUTTON_RSHLDR" ) ) )
return false;
return true;
}
devhelp_hudElements( hudarray, alpha )
{
for ( i = 0; i < hudarray.size; i++ )
for ( p = 0; p < 5; p++ )
hudarray[ i ][ p ].alpha = alpha;
}
devhelp()
{
/#
helptext = [];
helptext[ helptext.size ] = "P: pause ";
helptext[ helptext.size ] = "T: super speed ";
helptext[ helptext.size ] = ".: fullbright ";
helptext[ helptext.size ] = "U: toggle normal maps ";
helptext[ helptext.size ] = "Y: print a line of text, useful for putting it in a screenshot ";
helptext[ helptext.size ] = "H: toggle detailed ent info ";
helptext[ helptext.size ] = "g: toggle simplified ent info ";
helptext[ helptext.size ] = ", : show the triangle outlines ";
helptext[ helptext.size ] = " - : Back 10 seconds ";
helptext[ helptext.size ] = "6: Replay mark ";
helptext[ helptext.size ] = "7: Replay goto ";
helptext[ helptext.size ] = "8: Replay live ";
helptext[ helptext.size ] = "0: Replay back 3 seconds ";
helptext[ helptext.size ] = "[ : Replay restart ";
helptext[ helptext.size ] = "\: map_restart ";
helptext[ helptext.size ] = "U: draw material name ";
helptext[ helptext.size ] = "J: display tri counts ";
helptext[ helptext.size ] = "B: cg_ufo ";
helptext[ helptext.size ] = "N: ufo ";
helptext[ helptext.size ] = "C: god ";
helptext[ helptext.size ] = "K: Show ai nodes ";
helptext[ helptext.size ] = "L: Show ai node connections ";
helptext[ helptext.size ] = "Semicolon: Show ai pathing ";
strOffsetX = [];
strOffsetY = [];
strOffsetX[ 0 ] = 0;
strOffsetY[ 0 ] = 0;
strOffsetX[ 1 ] = 1;
strOffsetY[ 1 ] = 1;
strOffsetX[ 2 ] = -2;
strOffsetY[ 2 ] = 1;
strOffsetX[ 3 ] = 1;
strOffsetY[ 3 ] = -1;
strOffsetX[ 4 ] = -2;
strOffsetY[ 4 ] = -1;
hudarray = [];
for ( i = 0; i < helptext.size; i++ )
{
newStrArray = [];
for ( p = 0; p < 5; p++ )
{
// setup instructional text
newStr = NewHudElem();
newStr.alignX = "left";
newStr.location = 0;
newStr.foreground = 1;
newStr.fontScale = 1.30;
newStr.sort = 20 - p;
newStr.alpha = 1;
newStr.x = 54 + strOffsetX[ p ];
newStr.y = 80 + strOffsetY[ p ] + i * 15;
newstr SetText( helptext[ i ] );
if ( p > 0 )
newStr.color = ( 0, 0, 0 );
newStrArray[ newStrArray.size ] = newStr;
}
hudarray[ hudarray.size ] = newStrArray;
}
devhelp_hudElements( hudarray, 0 );
while ( 1 )
{
update = false;
if ( level.player ButtonPressed( "F1" ) )
{
devhelp_hudElements( hudarray, 1 );
while ( level.player ButtonPressed( "F1" ) )
wait .05;
}
devhelp_hudElements( hudarray, 0 );
wait .05;
}
#/
}
flag_set_player_trigger( trigger )
{
if ( is_coop() )
{
thread flag_set_coop_trigger( trigger );
return;
}
flag = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flag ] ) )
{
flag_init( flag );
}
for ( ;; )
{
trigger waittill( "trigger", other );
if ( !isplayer( other ) )
continue;
trigger script_delay();
flag_set( flag );
}
}
trigger_nobloodpool( trigger )
{
// Issue: If a guy dies and animates into the trigger, he will still spawn a blood pool.
for ( ;; )
{
trigger waittill( "trigger", other );
if ( !isalive( other ) )
continue;
other.skipBloodPool = true;
other thread set_wait_then_clear_skipBloodPool();
}
}
set_wait_then_clear_skipBloodPool()
{
// Issue: If a guy dies during this timer even though he has left the trigger area, he will not spawn a pool. Deemed acceptable.
self notify( "notify_wait_then_clear_skipBloodPool" );
self endon( "notify_wait_then_clear_skipBloodPool" );
self endon( "death" );
wait 2;
self.skipBloodPool = undefined;
}
flag_set_trigger( trigger )
{
flag = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flag ] ) )
{
flag_init( flag );
}
for ( ;; )
{
trigger waittill( "trigger", other );
trigger script_delay();
flag_set( flag, other );
}
}
flag_set_trigger_specialops( trigger )
{
flag = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flag ] ) )
{
flag_init( flag );
}
trigger.player_touched_arr = level.players;
trigger thread flag_set_trigger_specialops_clear( flag );
for ( ;; )
{
trigger waittill( "trigger", other );
trigger.player_touched_arr = array_remove( trigger.player_touched_arr, other );
if ( trigger.player_touched_arr.size )
continue;
trigger script_delay();
flag_set( flag, other );
}
}
flag_set_trigger_specialops_clear( flag )
{
// sets self.player_touched_arr when the flag is set or cleared from script.
while ( true )
{
level waittill( flag );
if ( flag( flag ) )
{
self.player_touched_arr = [];
}
else
{
self.player_touched_arr = level.players;
}
}
}
trigger_damage_player_flag_set( trigger )
{
flag = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flag ] ) )
{
flag_init( flag );
}
for ( ;; )
{
trigger waittill( "trigger", other );
if ( !isalive( other ) )
continue;
if ( !isplayer( other ) )
continue;
trigger script_delay();
flag_set( flag, other );
}
}
flag_set_coop_trigger( trigger )
{
AssertEx( is_coop(), "flag_set_coop_trigger() was called but co-op is not enabled." );
flag = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flag ] ) )
{
flag_init( flag );
}
agents = [];
for ( ;; )
{
trigger waittill( "trigger", user );
if ( !isplayer( user ) )
continue;
add = [];
add[ add.size ] = user;
agents = array_merge( agents, add );
if ( agents.size == level.players.size )
break;
}
trigger script_delay();
flag_set( flag );
}
flag_unset_trigger( trigger )
{
flag = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flag ] ) )
flag_init( flag );
for ( ;; )
{
trigger waittill( "trigger" );
trigger script_delay();
flag_clear( flag );
}
}
eq_trigger( trigger )
{
level.set_eq_func[ true ] = ::set_eq_on;
level.set_eq_func[ false ] = ::set_eq_off;
targ = GetEnt( trigger.target, "targetname" );
for ( ;; )
{
trigger waittill( "trigger" );
ai = GetAIArray( "allies" );
for ( i = 0; i < ai.size; i++ )
{
ai[ i ] [[ level.set_eq_func[ ai[ i ] IsTouching( targ ) ] ]]();
}
while ( level.player IsTouching( trigger ) )
wait( 0.05 );
ai = GetAIArray( "allies" );
for ( i = 0; i < ai.size; i++ )
{
ai[ i ] [[ level.set_eq_func[ false ] ]]();
}
}
/*
num = level.eq_trigger_num;
trigger.eq_num = num;
level.eq_trigger_num ++ ;
waittillframeend;// let the ai get their eq_num table created
waittillframeend;// let the ai get their eq_num table created
level.eq_trigger_table[ num ] = [];
if ( IsDefined( trigger.script_linkTo ) )
{
tokens = StrTok( trigger.script_linkto, " " );
for ( i = 0; i < tokens.size; i ++ )
{
target_trigger = GetEnt( tokens[ i ], "script_linkname" );
// add the trigger num to the list of triggers this trigger hears
level.eq_trigger_table[ num ][ level.eq_trigger_table[ num ].size ] = target_trigger.eq_num;
}
}
for ( ;; )
{
trigger waittill( "trigger", other );
// are we already registered with this trigger?
if ( other.eq_table[ num ] )
continue;
other thread [[ level.touched_eq_function[ other.is_the_player ] ]]( num, trigger );
}
*/
}
player_ignores_triggers()
{
self endon( "death" );
self.ignoretriggers = true;
wait( 1 );
self.ignoretriggers = false;
}
get_trigger_eq_nums( num )
{
// tally up the triggers this trigger hears into, including itself
nums = [];
nums[ 0 ] = num;
for ( i = 0; i < level.eq_trigger_table[ num ].size; i++ )
{
nums[ nums.size ] = level.eq_trigger_table[ num ][ i ];
}
return nums;
}
player_touched_eq_trigger( num, trigger )
{
self endon( "death" );
nums = get_trigger_eq_nums( num );
for ( r = 0; r < nums.size; r++ )
{
self.eq_table[ nums[ r ] ] = true;
self.eq_touching[ nums[ r ] ] = true;
}
thread player_ignores_triggers();
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
guy = ai[ i ];
// is the ai in this trigger with us?
for ( r = 0; r < nums.size; r++ )
{
if ( guy.eq_table[ nums[ r ] ] )
{
guy EQOff();
break;
}
}
}
while ( self IsTouching( trigger ) )
wait( 0.05 );
for ( r = 0; r < nums.size; r++ )
{
self.eq_table[ nums[ r ] ] = false;
self.eq_touching[ nums[ r ] ] = undefined;
}
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
guy = ai[ i ];
was_in_our_trigger = false;
// is the ai in the trigger we just left?
for ( r = 0; r < nums.size; r++ )
{
// was the guy in a trigger we could hear into?
if ( guy.eq_table[ nums[ r ] ] )
{
was_in_our_trigger = true;
}
}
if ( !was_in_our_trigger )
continue;
// check to see if the guy is in any of the triggers we're still in
touching = GetArrayKeys( self.eq_touching );
shares_trigger = false;
for ( p = 0; p < touching.size; p++ )
{
if ( !guy.eq_table[ touching[ p ] ] )
continue;
shares_trigger = true;
break;
}
// if he's not in a trigger with us, turn his eq back on
if ( !shares_trigger )
guy EQOn();
}
}
ai_touched_eq_trigger( num, trigger )
{
self endon( "death" );
nums = get_trigger_eq_nums( num );
for ( r = 0; r < nums.size; r++ )
{
self.eq_table[ nums[ r ] ] = true;
self.eq_touching[ nums[ r ] ] = true;
}
// are we in the same trigger as the player?
for ( r = 0; r < nums.size; r++ )
{
if ( level.player.eq_table[ nums[ r ] ] )
{
self EQOff();
break;
}
}
// so other AI can touch the trigger
self.ignoretriggers = true;
wait( 1 );
self.ignoretriggers = false;
while ( self IsTouching( trigger ) )
wait( 0.5 );
nums = get_trigger_eq_nums( num );
for ( r = 0; r < nums.size; r++ )
{
self.eq_table[ nums[ r ] ] = false;
self.eq_touching[ nums[ r ] ] = undefined;
}
touching = GetArrayKeys( self.eq_touching );
for ( i = 0; i < touching.size; i++ )
{
// is the player in a trigger that we're still in?
if ( level.player.eq_table[ touching[ i ] ] )
{
// then don't turn eq back on
return;
}
}
self EQOn();
}
ai_eq()
{
level.set_eq_func[ false ] = ::set_eq_on;
level.set_eq_func[ true ] = ::set_eq_off;
index = 0;
for ( ;; )
{
while ( !level.ai_array.size )
{
wait( 0.05 );
}
waittillframeend;
waittillframeend;
keys = GetArrayKeys( level.ai_array );
index++;
if ( index >= keys.size )
index = 0;
guy = level.ai_array[ keys[ index ] ];
guy [[ level.set_eq_func[ SightTracePassed( level.player GetEye(), guy GetEye(), false, undefined ) ] ]]();
wait( 0.05 );
}
}
set_eq_on()
{
self EQOn();
}
set_eq_off()
{
self EQOff();
}
add_tokens_to_trigger_flags( tokens )
{
for ( i = 0; i < tokens.size; i++ )
{
flag = tokens[ i ];
if ( !isdefined( level.trigger_flags[ flag ] ) )
{
level.trigger_flags[ flag ] = [];
}
level.trigger_flags[ flag ][ level.trigger_flags[ flag ].size ] = self;
}
}
script_flag_false_trigger( trigger )
{
// all of these flags must be false for the trigger to be enabled
tokens = create_flags_and_return_tokens( trigger.script_flag_false );
trigger add_tokens_to_trigger_flags( tokens );
trigger update_trigger_based_on_flags();
}
script_flag_true_trigger( trigger )
{
// all of these flags must be false for the trigger to be enabled
tokens = create_flags_and_return_tokens( trigger.script_flag_true );
trigger add_tokens_to_trigger_flags( tokens );
trigger update_trigger_based_on_flags();
}
/*
for( ;; )
{
trigger trigger_on();
wait_for_flag( tokens );
trigger trigger_off();
wait_for_flag( tokens );
for ( i = 0; i < tokens.size; i ++ )
{
flag_wait( tokens[ i ] );
}
}
*/
/*
script_flag_true_trigger( trigger )
{
// any of these flags have to be true for the trigger to be enabled
tokens = create_flags_and_return_tokens( trigger.script_flag_true );
for ( ;; )
{
trigger trigger_off();
wait_for_flag( tokens );
trigger trigger_on();
for ( i = 0; i < tokens.size; i ++ )
{
flag_waitopen( tokens[ i ] );
}
}
}
*/
wait_for_flag( tokens )
{
for ( i = 0; i < tokens.size; i++ )
{
level endon( tokens[ i ] );
}
level waittill( "foreverrr" );
}
trigger_multiple_physics( trigger )
{
AssertEx( IsDefined( trigger.target ), "Trigger_multiple_physics at " + trigger.origin + " has no target for physics." );
ents = [];
structs = getstructarray( trigger.target, "targetname" );
orgs = GetEntArray( trigger.target, "targetname" );
foreach ( org in orgs )
{
// save ents by moving script origins to structs
struct = SpawnStruct();
struct.origin = org.origin;
struct.script_parameters = org.script_parameters;
struct.script_damage = org.script_damage;
struct.radius = org.radius;
structs[ structs.size ] = struct;
org Delete();
}
AssertEx( structs.size, "Trigger_multiple_physics at " + trigger.origin + " has no target for physics." );
trigger.org = structs[ 0 ].origin;
trigger waittill( "trigger" );
trigger script_delay();
foreach ( struct in structs )
{
radius = struct.radius;
vel = struct.script_parameters;
damage = struct.script_damage;
if ( !isdefined( radius ) )
radius = 350;
if ( !isdefined( vel ) )
vel = 0.25;
// convert string to float
SetDvar( "tempdvar", vel );
vel = GetDvarFloat( "tempdvar" );
if ( IsDefined( damage ) )
{
RadiusDamage( struct.origin, radius, damage, damage * 0.5 );
}
PhysicsExplosionSphere( struct.origin, radius, radius * 0.5, vel );
}
}
trigger_multiple_friendly_stop_respawn( trigger )
{
for ( ;; )
{
trigger waittill( "trigger" );
flag_clear( "respawn_friendlies" );
}
}
trigger_multiple_friendly_respawn( trigger )
{
org = GetEnt( trigger.target, "targetname" );
origin = undefined;
if ( IsDefined( org ) )
{
origin = org.origin;
org Delete();
}
else
{
org = getstruct( trigger.target, "targetname" );
AssertEx( IsDefined( org ), "trigger_multiple_friendly_respawn doesn't target an origin." );
origin = org.origin;
}
for ( ;; )
{
trigger waittill( "trigger" );
level.respawn_spawner_org = origin;
flag_set( "respawn_friendlies" );
wait( 0.5 );
}
}
friendly_respawn_clear( trigger )
{
for ( ;; )
{
trigger waittill( "trigger" );
flag_clear( "respawn_friendlies" );
wait( 0.5 );
}
}
trigger_multiple_do_radius_damage( trigger )
{
trigger waittill( "trigger" );
trigger do_radius_damage_from_target();
}
do_radius_damage_from_target()
{
radius = 80;
if ( IsDefined( self.radius ) )
radius = self.radius;
targs = self get_all_target_ents();
foreach ( targ in targs )
{
RadiusDamage( targ.origin, radius, 5000, 5000 );
}
self Delete();
}
trigger_damage_do_radius_damage( trigger )
{
for ( ;; )
{
trigger waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName );
if ( !isalive( attacker ) )
continue;
// if ( attacker != level.player )
// continue;
if ( Distance( attacker.origin, trigger.origin ) > 940 )
continue;
break;
}
trigger do_radius_damage_from_target();
}
radio_trigger( trigger )
{
trigger waittill( "trigger" );
radio_dialogue( trigger.script_noteworthy );
}
background_block()
{
Assert( IsDefined( self.script_bg_offset ) );
self.origin -= self.script_bg_offset;
}
trigger_ignore( trigger )
{
thread trigger_runs_function_on_touch( trigger, ::set_ignoreme, ::get_ignoreme );
}
trigger_pacifist( trigger )
{
thread trigger_runs_function_on_touch( trigger, ::set_pacifist, ::get_pacifist );
}
trigger_runs_function_on_touch( trigger, set_func, get_func )
{
for ( ;; )
{
trigger waittill( "trigger", other );
if ( !isalive( other ) )
continue;
if ( other [[ get_func ]]() )
continue;
other thread touched_trigger_runs_func( trigger, set_func );
}
}
touched_trigger_runs_func( trigger, set_func )
{
self endon( "death" );
self.ignoreme = true;
[[ set_func ]]( true );
// so others can touch the trigger
self.ignoretriggers = true;
wait( 1 );
self.ignoretriggers = false;
while ( self IsTouching( trigger ) )
{
wait( 1 );
}
[[ set_func ]]( false );
}
trigger_turns_off( trigger )
{
trigger waittill( "trigger" );
trigger trigger_off();
if ( !isdefined( trigger.script_linkTo ) )
return;
// also turn off all triggers this trigger links to
tokens = StrTok( trigger.script_linkto, " " );
for ( i = 0; i < tokens.size; i++ )
array_thread( GetEntArray( tokens[ i ], "script_linkname" ), ::trigger_off );
}
set_player_viewhand_model( viewhandModel )
{
Assert( !isdefined( level.player_viewhand_model ) ); // only set this once per level
AssertEx( IsSubStr( viewhandModel, "player" ), "Must set with viewhands_player_*" );
level.player_viewhand_model = viewhandModel;
PreCacheModel( level.player_viewhand_model );
}
trigger_hint( trigger )
{
AssertEx( IsDefined( trigger.script_hint ), "Trigger_hint at " + trigger.origin + " has no .script_hint" );
if ( !isdefined( level.displayed_hints ) )
{
level.displayed_hints = [];
}
// give level script a chance to set the hint string and optional boolean functions on this hint
waittillframeend;
hint = trigger.script_hint;
AssertEx( IsDefined( level.trigger_hint_string[ hint ] ), "Trigger_hint with hint " + hint + " had no hint string assigned to it. Define hint strings with add_hint_string()" );
trigger waittill( "trigger", other );
AssertEx( IsPlayer( other ), "Tried to do a trigger_hint on a non player entity" );
if ( IsDefined( level.displayed_hints[ hint ] ) )
return;
level.displayed_hints[ hint ] = true;
other display_hint( hint );
}
stun_test()
{
if ( GetDvar( "stuntime" ) == "" )
SetDvar( "stuntime", "1" );
level.player.AllowAds = true;
for ( ;; )
{
self waittill( "damage" );
if ( GetDvarInt( "stuntime" ) == 0 )
continue;
thread stun_player( self PlayerAds() );
}
}
stun_player( ADS_fraction )
{
self notify( "stun_player" );
self endon( "stun_player" );
if ( ADS_fraction > .3 )
{
if ( level.player.AllowAds == true )
level.player PlaySound( "player_hit_while_ads" );
level.player.AllowAds = false;
level.player AllowAds( false );
}
level.player SetSpreadOverride( 20 );
wait( GetDvarInt( "stuntime" ) );
level.player AllowAds( true );
level.player.AllowAds = true;
level.player ResetSpreadOverride();
}
throw_grenade_at_player_trigger( trigger )
{
trigger endon( "death" );
trigger waittill( "trigger" );
ThrowGrenadeAtPlayerASAP();
}
flag_on_cleared( trigger )
{
flag = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flag ] ) )
{
flag_init( flag );
}
for ( ;; )
{
trigger waittill( "trigger" );
wait( 1 );
if ( trigger found_toucher() )
{
continue;
}
break;
}
flag_set( flag );
}
found_toucher()
{
ai = GetAIArray( "bad_guys" );
for ( i = 0; i < ai.size; i++ )
{
guy = ai[ i ];
if ( !isalive( guy ) )
{
continue;
}
if ( guy IsTouching( self ) )
{
return true;
}
// spread the touches out over time
wait( 0.1 );
}
// couldnt find any touchers so do a single frame complete check just to make sure
ai = GetAIArray( "bad_guys" );
for ( i = 0; i < ai.size; i++ )
{
guy = ai[ i ];
if ( guy IsTouching( self ) )
{
return true;
}
}
return false;
}
trigger_delete_on_touch( trigger )
{
for ( ;; )
{
trigger waittill( "trigger", other );
if ( IsDefined( other ) )
{
// might've been removed before we got it
other Delete();
}
}
}
flag_set_touching( trigger )
{
flag = trigger get_trigger_flag();
if ( !isdefined( level.flag[ flag ] ) )
{
flag_init( flag );
}
for ( ;; )
{
trigger waittill( "trigger", other );
trigger script_delay();
if ( IsAlive( other ) && other IsTouching( trigger ) && IsDefined( trigger ) )
flag_set( flag );
while ( IsAlive( other ) && other IsTouching( trigger ) && IsDefined( trigger ) )
{
wait( 0.25 );
}
flag_clear( flag );
}
}
/*
rpg_aim_assist()
{
level.player endon( "death" );
for ( ;; )
{
level.player waittill( "weapon_fired" );
currentweapon = level.player GetCurrentWeapon();
if ( ( currentweapon == "rpg" ) || ( currentweapon == "rpg_player" ) )
thread rpg_aim_assist_attractor();
}
}
rpg_aim_assist_attractor()
{
prof_begin( "rpg_aim_assist" );
// Trace to where the player is looking
start = level.player GetEye();
direction = level.player GetPlayerAngles();
coord = BulletTrace( start, start + vector_multiply( AnglesToForward( direction ), 15000 ), true, level.player )[ "position" ];
thread draw_line_for_time( level.player.origin, coord, 1, 0, 0, 10000 );
prof_end( "rpg_aim_assist" );
attractor = Missile_CreateAttractorOrigin( coord, 10000, 3000 );
wait 3.0;
Missile_DeleteAttractor( attractor );
}
*/
SetObjectiveTextColors()
{
// The darker the base color, the more-readable the text is against a stark-white backdrop.
// However; this sacrifices the "white-hot"ness of the text against darker backdrops.
MY_TEXTBRIGHTNESS_DEFAULT = "1.0 1.0 1.0";
MY_TEXTBRIGHTNESS_90 = "0.9 0.9 0.9";
MY_TEXTBRIGHTNESS_85 = "0.85 0.85 0.85";
if ( level.script == "armada" )
{
SetSavedDvar( "con_typewriterColorBase", MY_TEXTBRIGHTNESS_90 );
return;
}
SetSavedDvar( "con_typewriterColorBase", MY_TEXTBRIGHTNESS_DEFAULT );
}
ammo_pickup( sWeaponType )
{
// possible weapons that the player could have that get this type of ammo
validWeapons = [];
if ( sWeaponType == "grenade_launcher" )
{
validWeapons[ validWeapons.size ] = "m203_m4";
validWeapons[ validWeapons.size ] = "m203_m4_acog";
validWeapons[ validWeapons.size ] = "m203_m4_eotech";
validWeapons[ validWeapons.size ] = "m203_m4_motion_tracker";
validWeapons[ validWeapons.size ] = "m203_m4_reflex";
validWeapons[ validWeapons.size ] = "m203_m4_silencer";
validWeapons[ validWeapons.size ] = "m203_m4_silencer_reflex";
validWeapons[ validWeapons.size ] = "m203";
validWeapons[ validWeapons.size ] = "gp25";
validWeapons[ validWeapons.size ] = "m4m203_silencer_reflex";
validWeapons[ validWeapons.size ] = "m203_m4_silencer_reflex";
}
else if ( sWeaponType == "rpg" )
{
validWeapons[ validWeapons.size ] = "rpg";
validWeapons[ validWeapons.size ] = "rpg_player";
validWeapons[ validWeapons.size ] = "rpg_straight";
}
else if ( sWeaponType == "c4" )
{
validWeapons[ validWeapons.size ] = "c4";
}
else if ( sWeaponType == "claymore" )
{
validWeapons[ validWeapons.size ] = "claymore";
}
else if ( sWeaponType == "556" )
{
validWeapons[ validWeapons.size ] = "m4_grenadier";
validWeapons[ validWeapons.size ] = "m4_grunt";
validWeapons[ validWeapons.size ] = "m4_sd_cloth";
validWeapons[ validWeapons.size ] = "m4_shotgun";
validWeapons[ validWeapons.size ] = "m4_silencer";
validWeapons[ validWeapons.size ] = "m4_silencer_acog";
validWeapons[ validWeapons.size ] = "m4m203_acog";
validWeapons[ validWeapons.size ] = "m4m203_eotech";
validWeapons[ validWeapons.size ] = "m4m203_motion_tracker";
validWeapons[ validWeapons.size ] = "m4m203_reflex";
validWeapons[ validWeapons.size ] = "m4m203_reflex_arctic";
validWeapons[ validWeapons.size ] = "m4m203_silencer";
validWeapons[ validWeapons.size ] = "m4m203_silencer_reflex";
validWeapons[ validWeapons.size ] = "m4m203_silencer";
}
else if ( sWeaponType == "762" )
{
validWeapons[ validWeapons.size ] = "ak47";
validWeapons[ validWeapons.size ] = "ak47_acog";
validWeapons[ validWeapons.size ] = "ak47_eotech";
validWeapons[ validWeapons.size ] = "ak47_grenadier";
validWeapons[ validWeapons.size ] = "ak47_reflex";
validWeapons[ validWeapons.size ] = "ak47_shotgun";
validWeapons[ validWeapons.size ] = "ak47_silencer";
validWeapons[ validWeapons.size ] = "ak47_thermal";
validWeapons[ validWeapons.size ] = "ak47_desert";
validWeapons[ validWeapons.size ] = "ak47_desert_acog";
validWeapons[ validWeapons.size ] = "ak47_desert_eotech";
validWeapons[ validWeapons.size ] = "ak47_desert_grenadier";
validWeapons[ validWeapons.size ] = "ak47_desert_reflex";
validWeapons[ validWeapons.size ] = "ak47_digital";
validWeapons[ validWeapons.size ] = "ak47_digital_acog";
validWeapons[ validWeapons.size ] = "ak47_digital_eotech";
validWeapons[ validWeapons.size ] = "ak47_digital_grenadier";
validWeapons[ validWeapons.size ] = "ak47_digital_reflex";
validWeapons[ validWeapons.size ] = "ak47_fall";
validWeapons[ validWeapons.size ] = "ak47_fall_acog";
validWeapons[ validWeapons.size ] = "ak47_fall_eotech";
validWeapons[ validWeapons.size ] = "ak47_fall_grenadier";
validWeapons[ validWeapons.size ] = "ak47_fall_reflex";
validWeapons[ validWeapons.size ] = "ak47_woodland";
validWeapons[ validWeapons.size ] = "ak47_woodland_acog";
validWeapons[ validWeapons.size ] = "ak47_woodland_eotech";
validWeapons[ validWeapons.size ] = "ak47_woodland_grenadier";
validWeapons[ validWeapons.size ] = "ak47_woodland_reflex";
}
else if ( sWeaponType == "45" )
{
validWeapons[ validWeapons.size ] = "ump45";
validWeapons[ validWeapons.size ] = "ump45_acog";
validWeapons[ validWeapons.size ] = "ump45_eotech";
validWeapons[ validWeapons.size ] = "ump45_reflex";
validWeapons[ validWeapons.size ] = "ump45_silencer";
validWeapons[ validWeapons.size ] = "ump45_arctic";
validWeapons[ validWeapons.size ] = "ump45_arctic_acog";
validWeapons[ validWeapons.size ] = "ump45_arctic_eotech";
validWeapons[ validWeapons.size ] = "ump45_arctic_reflex";
validWeapons[ validWeapons.size ] = "ump45_digital";
validWeapons[ validWeapons.size ] = "ump45_digital_acog";
validWeapons[ validWeapons.size ] = "ump45_digital_eotech";
validWeapons[ validWeapons.size ] = "ump45_digital_reflex";
}
else if ( sWeaponType == "pistol" )
{
validWeapons[ validWeapons.size ] = "beretta";
validWeapons[ validWeapons.size ] = "beretta393";
validWeapons[ validWeapons.size ] = "usp";
validWeapons[ validWeapons.size ] = "usp_scripted";
validWeapons[ validWeapons.size ] = "usp_silencer";
validWeapons[ validWeapons.size ] = "glock";
}
Assert( validWeapons.size > 0 );
trig = Spawn( "trigger_radius", self.origin, 0, 25, 32 );
for ( ;; )
{
flag_wait( "allow_ammo_pickups" );
trig waittill( "trigger", triggerer );
if ( !flag( "allow_ammo_pickups" ) )
continue;
if ( !isdefined( triggerer ) )
continue;
if ( !isplayer( triggerer ) )
continue;
// check if the player is carrying one of the valid grenade launcher weapons
weaponToGetAmmo = undefined;
emptyActionSlotAmmo = undefined;
weapons = triggerer GetWeaponsListAll();
for ( i = 0; i < weapons.size; i++ )
{
for ( j = 0; j < validWeapons.size; j++ )
{
if ( weapons[ i ] == validWeapons[ j ] )
weaponToGetAmmo = weapons[ i ];
}
}
//check if weapon if C4 or claymore and the player has zero of them
if ( ( !isdefined( weaponToGetAmmo ) ) && ( sWeaponType == "claymore" ) )
{
emptyActionSlotAmmo = true;
weaponToGetAmmo = "claymore";
break;
}
//check if weapon if C4 or claymore and the player has zero of them
if ( ( !isdefined( weaponToGetAmmo ) ) && ( sWeaponType == "c4" ) )
{
emptyActionSlotAmmo = true;
weaponToGetAmmo = "c4";
break;
}
// no grenade launcher found
if ( !isdefined( weaponToGetAmmo ) )
continue;
// grenade launcher found - check if the player has max ammo already
if ( triggerer GetFractionMaxAmmo( weaponToGetAmmo ) >= 1 )
continue;
// player picks up the ammo
break;
}
// give player one more ammo, play pickup sound, and delete the ammo and trigger
if ( IsDefined( emptyActionSlotAmmo ) )
triggerer GiveWeapon( weaponToGetAmmo ); // this will only be for C4 and claymores if the player is totally out of them
else
{
rounds = 1;
if ( sWeaponType == "556" || sWeaponType == "762" )
{
rounds = 30;
}
else if ( sWeaponType == "45" )
{
rounds = 25;
}
else if ( sWeaponType == "pistol" )
{
rounds = 15;
}
triggerer SetWeaponAmmoStock( weaponToGetAmmo, triggerer GetWeaponAmmoStock( weaponToGetAmmo ) + rounds );
}
triggerer PlayLocalSound( "grenade_pickup" );
trig Delete();
// usable items might not exist anymore at this point since they are deleted in code on player touch
if ( IsDefined( self ) )
{
self Delete();
}
}
get_script_linkto_targets()
{
targets = [];
if ( !isdefined( self.script_linkTo ) )
return targets;
tokens = StrTok( self.script_linkto, " " );
for ( i = 0; i < tokens.size; i++ )
{
token = tokens[ i ];
target = GetEnt( token, "script_linkname" );
if ( IsDefined( target ) )
targets[ targets.size ] = target;
}
return targets;
}
delete_link_chain( trigger )
{
// deletes all entities that it script_linkto's, and all entities that entity script linktos, etc.
trigger waittill( "trigger" );
targets = trigger get_script_linkto_targets();
array_thread( targets, ::delete_links_then_self );
}
delete_links_then_self()
{
targets = get_script_linkto_targets();
array_thread( targets, ::delete_links_then_self );
self Delete();
}
/*
A depth trigger that sets fog
*/
trigger_fog( trigger )
{
waittillframeend;
start_fog = trigger.script_fogset_start;
end_fog = trigger.script_fogset_end;
AssertEx( IsDefined( start_fog ), "Fog trigger is missing .script_fogset_start" );
AssertEx( IsDefined( end_fog ), "Fog trigger is missing .script_fogset_end" );
trigger.sunfog_enabled = false;
if ( IsDefined( start_fog ) && IsDefined( end_fog ) )
{
start_fog_ent = get_fog( start_fog );
end_fog_ent = get_fog( end_fog );
AssertEx( IsDefined( start_fog_ent ), "Fog set " + start_fog + " does not exist, please use create_fog() in level_fog.gsc." );
AssertEx( IsDefined( end_fog_ent ), "Fog set " + end_fog + " does not exist, please use create_fog() in level_fog.gsc." );
trigger.start_neardist = start_fog_ent.startDist;
trigger.start_fardist = start_fog_ent.halfwayDist;
trigger.start_color = ( start_fog_ent.red, start_fog_ent.green, start_fog_ent.blue );
trigger.start_opacity = start_fog_ent.maxOpacity;
trigger.sunfog_enabled = ( IsDefined( start_fog_ent.sunred ) || IsDefined( end_fog_ent.sunred ) );
if ( IsDefined( start_fog_ent.sunred ) )
{
Assert( IsDefined( start_fog_ent.sungreen ) );
Assert( IsDefined( start_fog_ent.sunblue ) );
Assert( IsDefined( start_fog_ent.sundir ) );
Assert( IsDefined( start_fog_ent.sunBeginFadeAngle ) );
Assert( IsDefined( start_fog_ent.sunEndFadeAngle ) );
Assert( IsDefined( start_fog_ent.normalFogScale ) );
trigger.start_suncolor = ( start_fog_ent.sunred, start_fog_ent.sungreen, start_fog_ent.sunblue );
trigger.start_sundir = start_fog_ent.sundir;
trigger.start_sunBeginFadeAngle = start_fog_ent.sunBeginFadeAngle;
trigger.start_sunEndFadeAngle = start_fog_ent.sunEndFadeAngle;
trigger.start_sunFogScale = start_fog_ent.normalFogScale;
}
else
{
if ( trigger.sunfog_enabled )
{
trigger.start_suncolor = trigger.start_color;
trigger.start_sundir = ( 0, 0, 0 );
trigger.start_sunBeginFadeAngle = 0;
trigger.start_sunEndFadeAngle = 90;
trigger.start_sunFogScale = 1;
}
}
trigger.end_neardist = end_fog_ent.startDist;
trigger.end_fardist = end_fog_ent.halfwayDist;
trigger.end_color = ( start_fog_ent.red, start_fog_ent.green, start_fog_ent.blue );
trigger.end_opacity = end_fog_ent.maxOpacity;
if ( IsDefined( end_fog_ent.sunred ) )
{
Assert( IsDefined( end_fog_ent.sungreen ) );
Assert( IsDefined( end_fog_ent.sunblue ) );
Assert( IsDefined( end_fog_ent.sundir ) );
Assert( IsDefined( end_fog_ent.sunBeginFadeAngle ) );
Assert( IsDefined( end_fog_ent.sunEndFadeAngle ) );
Assert( IsDefined( end_fog_ent.normalFogScale ) );
trigger.end_suncolor = ( end_fog_ent.sunred, end_fog_ent.sungreen, end_fog_ent.sunblue );
trigger.end_sundir = end_fog_ent.sundir;
trigger.end_sunBeginFadeAngle = end_fog_ent.sunBeginFadeAngle;
trigger.end_sunEndFadeAngle = end_fog_ent.sunEndFadeAngle;
trigger.end_sunFogScale = end_fog_ent.normalFogScale;
}
else
{
if ( trigger.sunfog_enabled )
{
trigger.end_suncolor = trigger.end_color;
trigger.end_sundir = ( 0, 0, 0 );
trigger.end_sunBeginFadeAngle = 0;
trigger.end_sunEndFadeAngle = 90;
trigger.end_sunFogScale = 1;
}
}
}
AssertEx( IsDefined( trigger.start_neardist ), "trigger_fog lacks start_neardist" );
AssertEx( IsDefined( trigger.start_fardist ), "trigger_fog lacks start_fardist" );
AssertEx( IsDefined( trigger.start_color ), "trigger_fog lacks start_color" );
AssertEx( IsDefined( trigger.end_color ), "trigger_fog lacks end_color" );
AssertEx( IsDefined( trigger.end_neardist ), "trigger_fog lacks end_neardist" );
AssertEx( IsDefined( trigger.end_fardist ), "trigger_fog lacks end_fardist" );
AssertEx( IsDefined( trigger.target ), "trigger_fog doesnt target an origin to set the start plane" );
ent = GetEnt( trigger.target, "targetname" );
AssertEx( IsDefined( ent ), "trigger_fog doesnt target an origin to set the start plane" );
start = ent.origin;
end = undefined;
if ( IsDefined( ent.target ) )
{
// if the origin targets a second origin, use it as the end point
target_ent = GetEnt( ent.target, "targetname" );
end = target_ent.origin;
}
else
{
// otherwise double the difference between the target origin and start to get the endpoint
end = start + vector_multiply( trigger.origin - start, 2 );
}
// thread linedraw( start, end, (1,0.5,1) );
// thread print3ddraw( start, "start", (1,0.5,1) );
// thread print3ddraw( end, "end", (1,0.5,1) );
dist = Distance( start, end );
for ( ;; )
{
trigger waittill( "trigger", other );
AssertEx( IsPlayer( other ), "Non - player entity touched a trigger_fog." );
progress = 0;
while ( other IsTouching( trigger ) )
{
progress = maps\_ambient::get_progress( start, end, dist, other.origin );
// PrintLn( "progress " + progress );
if ( progress < 0 )
progress = 0;
if ( progress > 1 )
progress = 1;
trigger set_fog_progress( progress );
wait( 0.05 );
}
// when you leave the trigger set it to whichever point it was closest too
if ( progress > 0.5 )
progress = 1;
else
progress = 0;
trigger set_fog_progress( progress );
}
}
set_fog_progress( progress )
{
anti_progress = 1 - progress;
startdist = self.start_neardist * anti_progress + self.end_neardist * progress;
halfwayDist = self.start_fardist * anti_progress + self.end_fardist * progress;
color = self.start_color * anti_progress + self.end_color * progress;
start_opacity = self.start_opacity;
end_opacity = self.end_opacity;
if ( !isdefined( start_opacity ) )
start_opacity = 1;
if ( !isdefined( end_opacity ) )
end_opacity = 1;
opacity = start_opacity * anti_progress + end_opacity * progress;
if ( self.sunfog_enabled )
{
sun_color = self.start_suncolor * anti_progress + self.end_suncolor * progress;
sun_dir = self.start_sundir * anti_progress + self.end_sundir * progress;
begin_angle = self.start_sunBeginFadeAngle * anti_progress + self.end_sunBeginFadeAngle * progress;
end_angle = self.start_sunEndFadeAngle * anti_progress + self.end_sunEndFadeAngle * progress;
sun_fog_scale = self.start_sunFogScale * anti_progress + self.end_sunFogScale * progress;
SetExpFog(
startdist,
halfwaydist,
color[ 0 ],
color[ 1 ],
color[ 2 ],
opacity,
0.4,
sun_color[ 0 ],
sun_color[ 1 ],
sun_color[ 2 ],
sun_dir,
begin_angle,
end_angle,
sun_fog_scale
);
}
else
{
SetExpFog(
startdist,
halfwaydist,
color[ 0 ],
color[ 1 ],
color[ 2 ],
opacity,
0.4
);
}
}
remove_level_first_frame()
{
wait( 0.05 );
level.first_frame = -1;
}
no_crouch_or_prone_think( trigger )
{
array_thread( level.players, ::no_crouch_or_prone_think_for_player, trigger );
}
no_crouch_or_prone_think_for_player( trigger )
{
assert( isplayer( self ) );
for ( ;; )
{
trigger waittill( "trigger", player );
if ( !isdefined( player ) )
continue;
if ( player != self )
continue;
while ( player IsTouching( trigger ) )
{
player AllowProne( false );
player AllowCrouch( false );
wait( 0.05 );
}
player AllowProne( true );
player AllowCrouch( true );
}
}
no_prone_think( trigger )
{
array_thread( level.players, ::no_prone_think_for_player, trigger );
}
no_prone_think_for_player( trigger )
{
assert( isplayer( self ) );
for ( ;; )
{
trigger waittill( "trigger", player );
if ( !isdefined( player ) )
continue;
if ( player != self )
continue;
while ( player IsTouching( trigger ) )
{
player AllowProne( false );
wait( 0.05 );
}
player AllowProne( true );
}
}
load_friendlies()
{
if ( IsDefined( game[ "total characters" ] ) )
{
game_characters = game[ "total characters" ];
PrintLn( "Loading Characters: ", game_characters );
}
else
{
PrintLn( "Loading Characters: None!" );
return;
}
ai = GetAIArray( "allies" );
total_ai = ai.size;
index_ai = 0;
spawners = GetSpawnerTeamArray( "allies" );
total_spawners = spawners.size;
index_spawners = 0;
while ( 1 )
{
if ( ( ( total_ai <= 0 ) && ( total_spawners <= 0 ) ) || ( game_characters <= 0 ) )
return;
if ( total_ai > 0 )
{
if ( IsDefined( ai[ index_ai ].script_friendname ) )
{
total_ai--;
index_ai++;
continue;
}
PrintLn( "Loading character.. ", game_characters );
ai[ index_ai ] codescripts\character::new();
ai[ index_ai ] thread codescripts\character::load( game[ "character" + ( game_characters - 1 ) ] );
total_ai--;
index_ai++;
game_characters--;
continue;
}
if ( total_spawners > 0 )
{
if ( IsDefined( spawners[ index_spawners ].script_friendname ) )
{
total_spawners--;
index_spawners++;
continue;
}
PrintLn( "Loading character.. ", game_characters );
info = game[ "character" + ( game_characters - 1 ) ];
precache( info [ "model" ] );
precache( info [ "model" ] );
spawners[ index_spawners ] thread spawn_setcharacter( game[ "character" + ( game_characters - 1 ) ] );
total_spawners--;
index_spawners++;
game_characters--;
continue;
}
}
}
check_flag_for_stat_tracking( msg )
{
if ( !issuffix( msg, "aa_" ) )
return;
[[ level.sp_stat_tracking_func ]]( msg );
}
precache_script_models()
{
waittillframeend;
if ( !isdefined( level.scr_model ) )
return;
models = GetArrayKeys( level.scr_model );
for ( i = 0; i < models.size; i++ )
{
if ( IsArray( level.scr_model[ models[ i ] ] ) )
{
for ( modelIndex = 0; modelIndex < level.scr_model[ models[ i ] ].size; modelIndex++ )
PreCacheModel( level.scr_model[ models[ i ] ][ modelIndex ] );
}
else
PreCacheModel( level.scr_model[ models[ i ] ] );
}
}
filmy()
{
if ( GetDvar( "grain_test" ) == "" )
return;
effect = LoadFX( "misc/grain_test" );
looper = Spawn( "script_model", level.player GetEye() );
looper SetModel( "tag_origin" );
looper Hide();
PlayFXOnTag( effect, looper, "tag_origin" );
SetTimeScale( 1.7 );
while ( 1 )
{
wait .05;
VisionSetNaked( "sepia" );
looper.origin = level.player GetEye() + ( vector_multiply( AnglesToForward( level.player GetPlayerAngles() ), 50 ) );
}
}
arcademode_save()
{
has_save = [];
has_save[ "cargoship" ] = true;
has_save[ "blackout" ] = true;
has_save[ "armada" ] = true;
has_save[ "bog_a" ] = true;
has_save[ "hunted" ] = true;
has_save[ "ac130" ] = true;
has_save[ "bog_b" ] = true;
has_save[ "airlift" ] = true;
has_save[ "village_assault" ] = true;
has_save[ "scoutsniper" ] = true;
has_save[ "ambush" ] = true;
has_save[ "sniperescape" ] = false;
has_save[ "village_defend" ] = false;
has_save[ "icbm" ] = true;
has_save[ "launchfacility_a" ] = true;
has_save[ "launchfacility_b" ] = false;
has_save[ "jeepride" ] = false;
has_save[ "airplane" ] = true;
if ( has_save[ level.script ] )
return;
wait 2.5;
imagename = "levelshots / autosave / autosave_" + level.script + "start";
// string not found for AUTOSAVE_LEVELSTART
SaveGame( "levelstart", &"AUTOSAVE_LEVELSTART", imagename, true );
}
player_death_detection()
{
// a dvar starts high then degrades over time whenever the player dies,
// checked from maps\_utility::player_died_recently()
SetDvar( "player_died_recently", "0" );
thread player_died_recently_degrades();
level add_wait( ::flag_wait, "missionfailed" );
level.player add_wait( ::waittill_msg, "death" );
do_wait_any();
recently_skill = [];
recently_skill[ 0 ] = 70;
recently_skill[ 1 ] = 30;
recently_skill[ 2 ] = 0;
recently_skill[ 3 ] = 0;
SetDvar( "player_died_recently", recently_skill[ level.gameskill ] );
}
player_died_recently_degrades()
{
for ( ;; )
{
recent_death_time = GetDvarInt( "player_died_recently", 0 );
if ( recent_death_time > 0 )
{
recent_death_time -= 5;
SetDvar( "player_died_recently", recent_death_time );
}
wait( 5 );
}
}
set_legacy_map()
{
switch( level.script )
{
case "killhouse":
case "cargoship":
case "coup":
case "blackout":
case "armada":
case "bog_a":
case "hunted":
case "ac130":
case "bog_b":
case "airlift":
case "aftermath":
case "village_assault":
case "scoutsniper":
case "sniperescape":
case "village_defend":
case "ambush":
case "icbm":
case "launchfacility_a":
case "launchfacility_b":
case "jeepride":
case "airplane":
return true;
default:
break;
}
return false;
}
trigger_spawngroup( trigger )
{
waittillframeend;// so level.spawn_groups is defined
AssertEx( IsDefined( trigger.script_spawngroup ), "spawngroup Trigger at " + trigger.origin + " has no script_spawngroup" );
spawngroup = trigger.script_spawngroup;
if ( !isdefined( level.spawn_groups[ spawngroup ] ) )
return;
trigger waittill( "trigger" );
spawners = random( level.spawn_groups[ spawngroup ] );
foreach ( _, spawner in spawners )
{
spawner spawn_ai();
}
}
init_level_players()
{
level.players = GetEntArray( "player", "classname" );
for ( i = 0; i < level.players.size; i++ )
{
level.players[ i ].unique_id = "player" + i;
}
level.player = level.players[ 0 ];
if ( level.players.size > 1 )
level.player2 = level.players[ 1 ];
level notify( "level.players initialized" );
}
kill_all_players_trigger()
{
self waittill( "trigger", player );
// disable co-op revive
if ( flag_exist( "coop_revive" ) )
flag_clear( "coop_revive" );
if ( flag_exist( "coop_alldowned" ) )
flag_set( "coop_alldowned" );
if ( IsDefined( player ) && IsAlive( player ) )
{
player EnableHealthShield( false );
player Kill( player.origin );
}
}
trigger_vehicle_spline_spawn( trigger )
{
trigger waittill( "trigger" );
//wait( 3 );
spawners = GetEntArray( trigger.target, "targetname" );
foreach ( spawner in spawners )
{
spawner thread maps\_vehicle::spawn_vehicle_and_attach_to_spline_path( 70 );
wait( 0.05 );// slow start it up so spread it out
}
}
trigger_vehicle_spawn( trigger )
{
trigger waittill( "trigger" );
spawners = GetEntArray( trigger.target, "targetname" );
foreach ( spawner in spawners )
{
spawner thread maps\_vehicle::spawn_vehicle_and_gopath();
wait( 0.05 );// slow start it up so spread it out
}
}
trigger_dooropen( trigger )
{
trigger waittill( "trigger" );
targets = GetEntArray( trigger.target, "targetname" );
rotations = [];
rotations[ "left_door" ] = -170;
rotations[ "right_door" ] = 170;
foreach ( door in targets )
{
AssertEx( IsDefined( door.script_noteworthy ), "Door had no script_noteworthy to indicate which door it is. Must be left_door or right_door." );
rotation = rotations[ door.script_noteworthy ];
door ConnectPaths();
door RotateYaw( rotation, 1, 0, 0.5 );
}
}
trigger_glass_break( trigger )
{
glassID = GetGlassArray( trigger.target );
if ( !IsDefined( glassID ) || glassID.size == 0 )
{
AssertMsg( "Glass shatter trigger at origin " + trigger.origin + " needs to target a func_glass." );
return;
}
while ( 1 )
{
level waittill( "glass_break", other );
// the ent that sent the notify needs to be touching the trigger_glass_break
if ( other IsTouching( trigger ) )
{
// try to figure out the direction of movement
ref1 = other.origin;
wait( 0.05 );
ref2 = other.origin;
direction = undefined;
if ( ref1 != ref2 )
{
direction = ref2 - ref1;
}
if ( IsDefined( direction ) )
{
foreach ( glass in glassID )
DestroyGlass( glass, direction );
break;
}
else
{
foreach ( glass in glassID )
DestroyGlass( glass );
break;
}
}
}
trigger Delete();
}
trigger_vehicle_getin_spawn( trigger )
{
vehicle_spawners = GetEntArray( trigger.target, "targetname" );
foreach ( spawner in vehicle_spawners )
{
targets = GetEntArray( spawner.target, "targetname" );
foreach ( target in targets )
{
if ( !IsSubStr( target.code_classname, "actor" ) )
continue;
if ( !( target.spawnflags & 1 ) )
continue;
target.dont_auto_ride = true;
}
}
trigger waittill( "trigger" );
vehicle_spawners = GetEntArray( trigger.target, "targetname" );
array_thread( vehicle_spawners, ::add_spawn_function, ::vehicle_spawns_targets_and_rides );
array_thread( vehicle_spawners, ::spawn_vehicle );
}
vehicle_spawns_targets_and_rides()
{
targets = GetEntArray( self.target, "targetname" );
spawners = [];
foreach ( target in targets )
{
if ( target.code_classname == "info_vehicle_node" )
continue;
spawners[ spawners.size ] = target;
}
// make the closest spawner the driver
spawners = get_array_of_closest( self.origin, spawners );
foreach ( index, spawner in spawners )
{
spawner thread add_spawn_function( ::guy_spawns_and_gets_in_vehicle, self, index );
}
array_thread( spawners, ::spawn_ai );
self waittill( "guy_entered" );
wait( 3 );
self thread vehicle_becomes_crashable();
if ( !self.riders.size )
return;
self gopath();
self leave_path_for_spline_path();
}
guy_spawns_and_gets_in_vehicle( vehicle, position )
{
self mount_snowmobile( vehicle, position );
}
watchWeaponChange()
{
if ( !isdefined( level.friendly_thermal_Reflector_Effect ) )
level.friendly_thermal_Reflector_Effect = LoadFX( "misc/thermal_tapereflect_inverted" );
self endon( "death" );
//if ( IsSubStr( self GetCurrentWeapon(), "_thermal" ) )
weap = self GetCurrentWeapon();
if ( weap_has_thermal( weap ) )
self thread thermal_tracker();
while ( 1 )
{
self waittill( "weapon_change", newWeapon );
if ( weap_has_thermal( newWeapon ) )
self thread thermal_tracker();
else
self notify( "acogThermalTracker" );
}
}
weap_has_thermal( weap )
{
if ( !isdefined( weap ) )
return false;
if ( weap == "none" )
return false;
if ( WeaponHasThermalScope( weap ) )
return true;
return false;
}
thermal_tracker()
{
self endon( "death" );
self notify( "acogThermalTracker" );
self endon( "acogThermalTracker" );
curADS = 0;
for ( ;; )
{
lastADS = curADS;
curADS = self PlayerAds();
if ( turn_thermal_on( curADS, lastADS ) )
{
thermal_EffectsOn();
}
else
if ( turn_thermal_off( curADS, lastADS ) )
{
thermal_EffectsOff();
}
wait( 0.05 );
}
}
turn_thermal_on( curADS, lastADS )
{
if ( curADS <= lastADS )
return false;
if ( curADS <= 0.65 )
return false;
return !isdefined( self.is_in_thermal_Vision );
}
turn_thermal_off( curADS, lastADS )
{
if ( curADS >= lastADS )
return false;
if ( curADS >= 0.80 )
return false;
return IsDefined( self.is_in_thermal_Vision );
}
thermal_EffectsOn()
{
self.is_in_thermal_Vision = true;
friendlies = GetAIArray( "allies" );
foreach ( guy in friendlies )
{
if ( IsDefined( guy.has_thermal_fx ) )
continue;
guy.has_thermal_fx = true;
guy thread loop_friendly_thermal_Reflector_Effect( self.unique_id );
}
if ( is_coop() )
{
other_player = get_other_player( self );
if ( !isdefined( other_player.has_thermal_fx ) )
{
other_player.has_thermal_fx = true;
other_player thread loop_friendly_thermal_Reflector_Effect( self.unique_id, self );
}
}
}
thermal_EffectsOff()
{
self.is_in_thermal_Vision = undefined;
level notify( "thermal_fx_off" + self.unique_id );
friendlies = GetAIArray( "allies" );
for ( index = 0; index < friendlies.size; index++ )
{
friendlies[ index ].has_thermal_fx = undefined;
}
if ( is_coop() )
{
other_player = get_other_player( self );
other_player.has_thermal_fx = undefined;
}
}
loop_friendly_thermal_Reflector_Effect( player_id, onlyForThisPlayer )
{
if ( IsDefined( self.has_no_ir ) )
{
AssertEx( self.has_no_ir, ".has_ir must be true or undefined" );
return;
}
level endon( "thermal_fx_off" + player_id );
self endon( "death" );
for ( ;; )
{
if ( IsDefined( onlyForThisPlayer ) )
PlayFXOnTagForClients( level.friendly_thermal_Reflector_Effect, self, "J_Spine4", onlyForThisPlayer );
else
PlayFXOnTag( level.friendly_thermal_Reflector_Effect, self, "J_Spine4" );
//"tag_reflector_arm_ri"
wait( 0.2 );
}
}
claymore_pickup_think_global()
{
PreCacheItem( "claymore" );
self endon( "deleted" );
self SetCursorHint( "HINT_NOICON" );
// Press and hold &&1 to pickup claymore
self SetHintString( &"WEAPON_CLAYMORE_PICKUP" );
self MakeUsable();
// if nothing no ammo count is set assume max ammo.
ammo_count = WeaponMaxAmmo( "claymore" ) + WeaponClipSize( "claymore" );
if ( isdefined( self.script_ammo_clip ) )
{
ammo_count = self.script_ammo_clip;
}
while( ammo_count > 0 )
{
self waittill( "trigger", player );
player PlaySound( "weap_pickup" );
current_ammo_count = 0;
if ( !player HasWeapon( "claymore" ) )
{
player GiveWeapon( "claymore" );
}
else
{
current_ammo_count = player GetAmmoCount( "claymore" );
}
if ( IsDefined( ammo_count ) && ammo_count > 0 )
{
ammo_count = current_ammo_count + ammo_count;
max_ammo = WeaponMaxAmmo( "claymore" );
clip_size = WeaponClipSize( "claymore" );
if ( ammo_count >= clip_size )
{
ammo_count -= clip_size;
player setweaponammoclip( "claymore", clip_size );
}
if ( ammo_count >= max_ammo )
{
ammo_count -= max_ammo;
player SetWeaponAmmoStock( "claymore", max_ammo );
}
else if ( ammo_count > 0 )
{
player SetWeaponAmmoStock( "claymore", ammo_count );
ammo_count = 0;
}
}
else
{
player GiveMaxAmmo( "claymore" );
}
slotnum = 4;
if ( IsDefined( player.remotemissile_actionslot ) && player.remotemissile_actionslot == 4 )
{
slotnum = 2;
}
player SetActionSlot( slotnum, "weapon", "claymore" );
player SwitchToWeapon( "claymore" );
}
if ( IsDefined( self.target ) )
{
targets = GetEntArray( self.target, "targetname" );
//give_ammo_count = targets.size + 1;
foreach ( t in targets )
t Delete();
}
self MakeUnusable();
self Delete();
}
ammo_cache_think_global()
{
self.use_trigger = spawn( "script_model", self.origin + ( 0, 0, 28 ) ); // offset can't be higher than prone height of 30
self.use_trigger setModel( "tag_origin" );
self.use_trigger makeUsable();
self.use_trigger SetCursorHint( "HINT_NOICON" );
// Press and hold &&1 to refill your ammo
self.use_trigger setHintString( &"WEAPON_CACHE_USE_HINT" );
self thread ammo_icon_think();
while ( 1 )
{
self.use_trigger waittill( "trigger", player );
self.use_trigger MakeUnusable();
player PlaySound( "player_refill_all_ammo" );
player DisableWeapons();
heldweapons = player GetWeaponsListAll();
foreach ( weapon in heldweapons )
{
if ( weapon == "claymore" )
continue;
if ( weapon == "c4" )
continue;
player GiveMaxAmmo( weapon );
clipSize = WeaponClipSize( weapon );
if( isdefined( clipSize ) )
{
if ( player GetWeaponAmmoClip( weapon ) < clipSize )
player SetWeaponAmmoClip( weapon, clipSize );
}
}
wait 1.5;
player EnableWeapons();
self.use_trigger MakeUsable();
}
}
ammo_icon_think()
{
trigger = Spawn( "trigger_radius", self.origin, 0, 320, 72 );
icon = NewHudElem();
icon SetShader( "waypoint_ammo", 1, 1 );
icon.alpha = 0;
icon.color = ( 1, 1, 1 );
icon.x = self.origin[ 0 ];
icon.y = self.origin[ 1 ];
icon.z = self.origin[ 2 ] + 16;
icon SetWayPoint( true, true );
wait( 0.05 );
while ( true )
{
trigger waittill( "trigger", other );
if ( !isplayer( other ) )
continue;
while ( other IsTouching( trigger ) )
{
show = true;
weapon = other GetCurrentPrimaryWeapon();
if ( weapon == "none" )
show = false;
else
if ( ( other GetFractionMaxAmmo( weapon ) ) > .9 )
show = false;
if ( player_looking_at( self.origin, 0.8, true ) && show )
ammo_icon_fade_in( icon );
else
ammo_icon_fade_out( icon );
wait 0.25;
}
ammo_icon_fade_out( icon );
}
}
ammo_icon_fade_in( icon )
{
if ( icon.alpha != 0 )
return;
icon FadeOverTime( 0.2 );
icon.alpha = .3;
wait( 0.2 );
}
ammo_icon_fade_out( icon )
{
if ( icon.alpha == 0 )
return;
icon FadeOverTime( 0.2 );
icon.alpha = 0;
wait( 0.2 );
}
handle_getviewpos()
{
/#
SetDevDvarIfUninitialized( "launcher_viewpos", 0 );
playerviewpos = ( 0, 0, 0 );
while ( 1 )
{
while ( ! GetDebugDvarInt( "launcher_viewpos" ) )
wait .05;
SetDevDvar( "launcher_viewpos", "0" );
playerviewpos = level.player.origin + ( 0, 0, level.player GetPlayerViewHeight() ) ;
playerviewangle = level.player GetPlayerAngles();
launcher_write_clipboard( playerviewpos[ 0 ] + ", " + playerviewpos[ 1 ] + ", " + playerviewpos[ 2 ] );
//this part doesn't do anything for radiant. gonna have to make it work sometime.
// + " " + playerviewangle[0] + " " + playerviewangle[1]
}
#/
}
trigger_multiple_visionset( trigger )
{
AssertEx( IsDefined( trigger.script_delay ), "Vision set trigger at " + trigger.origin + " has no script_delay to control the fade time." );
AssertEx( IsDefined( trigger.script_visionset ), "Vision set trigger at " + trigger.origin + " has no script_visionset to control the vision set." );
for ( ;; )
{
trigger waittill( "trigger" );
vision_set_fog_changes( trigger.script_visionset, trigger.script_delay );
}
}
handle_getviewangle()
{
/#
SetDevDvarIfUninitialized( "launcher_viewangle", 0 );
playerviewpos = ( 0, 0, 0 );
while ( 1 )
{
while ( ! GetDvarInt( "launcher_viewangle", 0 ) )
wait .05;
SetDevDvar( "launcher_viewangle", "0" );
playerviewangle = level.player GetPlayerAngles();
launcher_write_clipboard( playerviewangle[ 0 ] + ", " + playerviewangle[ 1 ] + ", " + playerviewangle[ 2 ] );
//this part doesn't do anything for radiant. gonna have to make it work sometime.
// + " " + playerviewangle[0] + " " + playerviewangle[1]
}
#/
}
window_destroy()
{
Assert( IsDefined( self.target ) );
glassID = GetGlass( self.target );
// this can happen with myMapEnts
//assertex( IsDefined( glassID ), "couldn't find glass for ent with targetname \"window_poster\" at "+ self GetOrigin() );
if ( !isDefined( glassID ) )
{
PrintLn( "Warning: Couldn't find glass with targetname \"" + self.target + "\" for ent with targetname \"window_poster\" at " + self.origin );
return;
}
level waittillmatch( "glass_destroyed", glassID );
self Delete();
}
global_empty_callback( empty1, empty2, empty3, empty4, empty5 )
{
AssertMsg( "a _stealth or _idle related function was called in a global script without being initilized by the stealth system. If you've already initilized those scripts, then this is a bug for Mo." );
}
trigger_multiple_compass( trigger )
{
minimap_image = trigger.script_parameters;
AssertEx( IsDefined( minimap_image ), "trigger_multiple_compass has no script_parameters for its minimap_image." );
if ( !isdefined( level.minimap_image ) )
level.minimap_image = "";
for ( ;; )
{
trigger waittill( "trigger" );
if ( level.minimap_image != minimap_image )
{
maps\_compass::setupMiniMap( minimap_image );
}
}
}
weapon_list_debug()
{
create_dvar( "weaponlist", "0" );
if ( !getdvarint( "weaponlist" ) )
return;
ents = GetEntArray();
list = [];
foreach ( ent in ents )
{
if ( !isdefined( ent.code_classname ) )
continue;
if ( IsSubStr( ent.code_classname, "weapon" ) )
{
list[ ent.classname ] = true;
}
}
PrintLn( "Placed weapons list: " );
foreach ( weapon, _ in list )
{
PrintLn( weapon );
}
spawners = GetSpawnerArray();
classes = [];
foreach ( spawner in spawners )
{
classes[ spawner.code_classname ] = true;
}
PrintLn( "" );
PrintLn( "Spawner classnames: " );
foreach ( class, _ in classes )
{
PrintLn( class );
}
}
slowmo_system_init()
{
level.slowmo = spawnstruct();
slowmo_system_defaults();
notifyOnCommand( "_cheat_player_press_slowmo", "+melee" );
notifyOnCommand( "_cheat_player_press_slowmo", "+melee_breath" );
}
slowmo_system_defaults()
{
level.slowmo.lerp_time_in = 0.0;
level.slowmo.lerp_time_out = .25;
level.slowmo.speed_slow = 0.4;
level.slowmo.speed_norm = 1.0;
}