8882 lines
208 KiB
Plaintext
8882 lines
208 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_riotshield;
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#include maps\_anim;
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#include maps\_vehicle;
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#include maps\_hud_util;
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CONST_FF_DECREMENT_TIME = 10;
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CONST_FF_AGGRISSIVE_NUM = 2;
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CONST_FF_AUTOKILL_TIME = 20;
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CONST_FF_FIRE_TIME = 25;
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CONST_FF_WANDER_TIME = 25;
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CONST_FF_WANDER_DIST = 600;
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CONST_ELEV_CABLE_HEIGHT = 94;
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CONST_ELEV_CABLE_CLOSE = 2;
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/************************************************************************************************************/
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/* INTRO ELEVATOR */
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/************************************************************************************************************/
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elevator_setup( doors )
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{
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doors[ "left" ].close_pos = doors[ "left" ].origin;
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doors[ "right" ].close_pos = doors[ "right" ].origin;
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dist = ( -38, 0, 0 );
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doors[ "left" ].open_pos = doors[ "left" ].origin - dist;
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doors[ "right" ].open_pos = doors[ "right" ].origin + dist;
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}
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elevator_close_doors( doors, snd, speed )
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{
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snd PlaySound( "elev_door_close" );
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doors[ "left" ] DisconnectPaths();
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doors[ "right" ] DisconnectPaths();
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if ( !isdefined( speed ) )
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speed = 14;
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closed_pos = doors[ "left" ].close_pos;
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dist = abs( Distance( doors[ "left" ].open_pos, closed_pos ) );
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moveTime = dist / speed;
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doors[ "left" ] MoveTo( closed_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
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doors[ "right" ] MoveTo( closed_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
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doors[ "left" ] waittill( "movedone" );
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}
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elevator_open_doors( doors, snd )
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{
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snd PlaySound( "elev_door_open" );
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doors[ "left" ] ConnectPaths();
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doors[ "right" ] ConnectPaths();
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speed = 14; // scaler
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closed_pos = doors[ "left" ].close_pos;
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dist = abs( Distance( doors[ "left" ].open_pos, closed_pos ) );
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moveTime = ( dist / speed ) * 0.5; // scaler
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doors[ "left" ] MoveTo( doors[ "left" ].open_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
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doors[ "right" ] MoveTo( doors[ "right" ].open_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
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doors[ "left" ] waittill( "movedone" );
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}
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/************************************************************************************************************/
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/* INTRO */
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/************************************************************************************************************/
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blend_movespeedscale_custom( percent, time )
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{
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player = self;
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if ( !isplayer( player ) )
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player = level.player;
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player notify( "blend_movespeedscale_custom" );
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player endon( "blend_movespeedscale_custom" );
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if ( !isdefined( player.baseline_speed ) )
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player.baseline_speed = 1.0;
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goalspeed = percent * .01;
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currspeed = player.baseline_speed;
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if ( IsDefined( time ) )
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{
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range = goalspeed - currspeed;
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interval = .05;
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numcycles = time / interval;
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fraction = range / numcycles;
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while ( abs( goalspeed - currspeed ) > abs( fraction * 1.1 ) )
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{
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currspeed += fraction;
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player.baseline_speed = currspeed;
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if ( !flag( "player_dynamic_move_speed" ) )
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level.player SetMoveSpeedScale( player.baseline_speed );
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wait interval;
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}
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}
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player.baseline_speed = goalspeed;
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if ( !flag( "player_dynamic_move_speed" ) )
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level.player SetMoveSpeedScale( player.baseline_speed );
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}
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player_dynamic_move_speed()
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{
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flag_waitopen( "friendly_fire_warning" );
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level endon( "friendly_fire_warning" );
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flag_set( "player_dynamic_move_speed" );
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current = 1;
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actor = undefined;
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foreach ( member in level.team )
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member.plane_origin = SpawnStruct();
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SetDvarIfUninitialized( "debug_playerDMS", 0 );
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while ( flag( "player_dynamic_move_speed" ) )
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{
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//if we're close enough to an actor to be significant - then just use him
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//otherwise go through a series of complicated steps to figure out where
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//we are in relation to the whole team
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guy = getClosest( level.player.origin, level.team );
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ahead = false;
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//we dont have distance2d SQUARED...so here's a hack
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origin1 = ( level.player.origin[ 0 ], level.player.origin[ 1 ], 0 );
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origin2 = ( guy.origin[ 0 ], guy.origin[ 1 ], 0 );
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if ( DistanceSquared( origin1, origin2 ) < squared( 200 ) )
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{
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ahead = guy player_DMS_ahead_test();
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guy.plane_origin.origin = guy player_DMS_get_plane();
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actor = guy.plane_origin;
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/#
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if ( GetDvarInt( "debug_playerDMS" ) )
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Line( actor.origin, level.player.origin, ( 1, 0, 0 ), 1 );
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#/
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}
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else
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{
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//calculate if we are ahead of anyone
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foreach ( member in level.team )
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{
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//for this level, this function is so aggressive that we'll never get this far
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//ahead of someone - so don't count it
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if ( DistanceSquared( level.player.origin, member.origin ) > squared( 500 ) )
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continue;
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ahead = member player_DMS_ahead_test();
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if ( ahead )
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break;
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}
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//calculate a facing plane based on everyone's angles, then get the closest point on the closest
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//plane to us - and use that point to decide how close we are to the average of the group
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planes = [];
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foreach ( member in level.team )
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{
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member.plane_origin.origin = member player_DMS_get_plane();
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planes[ planes.size ] = member.plane_origin;
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}
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actor = getClosest( level.player.origin, planes );
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/#
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if ( GetDvarInt( "debug_playerDMS" ) )
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Line( actor.origin, level.player.origin, ( 0, 1, 0 ), 1 );
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#/
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}
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/#
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if ( GetDvarInt( "debug_playerDMS" ) )
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Print3d( actor.origin, "dist: " + Distance( level.player.origin, actor.origin ), ( 1, 1, 1 ), 1 );
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#/
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//if he's wait out in front - really slow him down
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if ( DistanceSquared( level.player.origin, actor.origin ) > squared( 100 ) && ahead )
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{
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/#
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if ( GetDvarInt( "debug_playerDMS" ) )
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PrintLn( "TOOO FAR AHEAD!!!!!!!!!!!" );
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#/
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if ( current > .55 )
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current -= .015;
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}
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//if he's too close - take him as much as 20% under his baseline
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else
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if ( DistanceSquared( level.player.origin, actor.origin ) < squared( 50 ) || ahead )
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{
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if ( current < .78 )
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current += .015;
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if ( current > .8 )
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current -= .015;
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}
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//if he's REALLY far away - take him as much as 75% over his baseline ( as long as total speed doesn't reach 110%, capped below )
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else
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if ( DistanceSquared( level.player.origin, actor.origin ) > squared( 300 ) )
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{
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if ( current < 1.75 )
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current += .02;
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}
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//if he's far away - take him as much as 35% over his baseline
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else
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if ( DistanceSquared( level.player.origin, actor.origin ) > squared( 100 ) )
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{
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if ( current < 1.35 )
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current += .01;
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}
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//if he's in range - take him back to his baseline
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else
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if ( DistanceSquared( level.player.origin, actor.origin ) < squared( 85 ) )
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{
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if ( current > 1.0 )
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current -= .01;
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if ( current < 1.0 )
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current += .01;
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}
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if( current > 1.65 || flag( "player_DMS_allow_sprint" ) )
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level.player AllowSprint( true );
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else
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level.player AllowSprint( false );
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//set his speed based on baseline and this ratio
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level.player.adjusted_baseline = level.player.baseline_speed * current;
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if ( level.player.adjusted_baseline > 1.1 )
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level.player.adjusted_baseline = 1.1;
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/#
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if ( GetDvarInt( "debug_playerDMS" ) )
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PrintLn( "baseline: " + level.player.baseline_speed + ", adjusted: " + level.player.adjusted_baseline );
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#/
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level.player SetMoveSpeedScale( ( level.player.adjusted_baseline ) );
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wait .05;
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}
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}
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player_DMS_get_plane()
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{
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P = level.player.origin;
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A = self.origin + vector_multiply( AnglesToRight( self.angles ), -5000 );
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B = self.origin + vector_multiply( AnglesToRight( self.angles ), 5000 );
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/#
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if ( GetDvarInt( "debug_playerDMS" ) )
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Line( A, B, ( 0, 0, 1 ), 1 );
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#/
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return PointOnSegmentNearestToPoint( A, B, P );
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}
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player_DMS_ahead_test()
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{
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ahead = false;
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//this is a test to see if we're closer to their goal than they are
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if ( IsDefined( self.last_set_goalent ) )
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ahead = self [[ level.drs_ahead_test ]]( self.last_set_goalent, 50 );
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else if ( IsDefined( self.last_set_goalnode ) )
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ahead = self [[ level.drs_ahead_test ]]( self.last_set_goalnode, 50 );
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return ahead;
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}
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lobby_sign()
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{
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sign = GetEnt( "intro_security_sign", "targetname" );
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time1 = 1;
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time2 = 1;
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time3 = .5;
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PlayFX( getfx( "sign_fx" ), sign.origin + ( 0, 120, 5 ) );
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sign RotatePitch( -135, time1, time1 * .65, time1 * .35 );
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wait time1;
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sign RotatePitch( 90, time2, time2 * .5, time2 * .5 );
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wait time2;
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sign RotatePitch( -45, time2, time2 * .5, time2 * .5 );
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wait time2 * .5;
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PlayFX( getfx( "sign_fx" ), sign.origin );
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sign PhysicsLaunchClient( sign.origin + ( 0, 5, -25 ), ( 1000, 5000, .1 ) );
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}
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elevator_floor_indicator()
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{
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//setup
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temp = GetEntArray( "elev_num", "targetname" );
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lights = [];
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foreach ( item in temp )
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lights[ item.script_noteworthy ] = item;
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lights[ "down" ] Hide();
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lights[ "2" ] Hide();
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lights[ "m" ] Hide();
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lights[ "l1" ] Hide();
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doors = [];
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doors[ "left" ] = GetEnt( "intro_elevator_door_left", "targetname" );
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doors[ "right" ] = GetEnt( "intro_elevator_door_right", "targetname" );
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elevator_setup( doors );
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snd = Spawn( "script_origin", doors[ "left" ].close_pos );
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snd2 = Spawn( "script_origin", doors[ "left" ].close_pos );
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//sounds
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snd PlaySound( "elev_run_start" );
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snd2 PlayLoopSound( "elev_run_loop" );
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thread play_sound_in_space( "scn_airport_elevator_opening_long", level.player.origin + ( 0, 0, 70 ) );
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wait 5.5;
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wait 4.5; // 5.5 - > M - > 1st before click
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snd PlaySound( "elevator_pass_floor_beep" );
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wait 6.5; // 11 - > L1 - > 2nd after click
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snd PlaySound( "elevator_pass_floor_beep" );
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wait 4.5; // 15.5 - > 1 - > 3rd after cough
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snd PlaySound( "elevator_pass_floor_beep" );
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wait 2; // 18
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level.team[ "makarov" ] thread dialogue_queue( "airport_mkv_snamibog" );
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wait 2;
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snd2 StopLoopSound( "elev_run_loop" );
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thread play_sound_in_space( "elev_run_end", snd.origin );
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wait 1; // 21 - > 2
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//level.makarov dialogue_queue( "airport_mkv_noruss" );
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snd PlaySound( "elev_bell_ding" );
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lights[ "1" ] Hide();
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lights[ "2" ] Show();
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lights[ "up" ] Hide();
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wait .5;
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lights[ "down" ] delayCall( .5, ::Show );
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flag_set( "elevator_up_done" );
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elevator_open_doors( doors, snd );
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wait 1;
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snd Delete();
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snd2 Delete();
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delaythread( 1, ::music_alternate );
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}
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elevator_player()
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{
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enablePlayerWeapons( false );
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SetSavedDvar( "ammoCounterHide", "1" );
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wait 5;
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wait 5.5;
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wait 2.55;
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enablePlayerWeapons( true );
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level.player TakeWeapon( "m4_grenadier" );
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level.player TakeWeapon( "m240" );
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level.player TakeWeapon( "fraggrenade" );
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level.player TakeWeapon( "flash_grenade" );
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wait 3.5;
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level.player GiveWeapon( "saw_airport" );
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level.player SwitchToWeapon( "saw_airport" );
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wait 22;
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level.player TakeWeapon( "saw_airport" );
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enablePlayerWeapons( false );
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SetSavedDvar( "ammoCounterHide", "0" );
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level.player GiveWeapon( "m4_grenadier" );
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level.player GiveWeapon( "m240" );
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level.player GiveWeapon( "fraggrenade" );
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level.player GiveWeapon( "flash_grenade" );
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level.player GiveMaxAmmo( "m240" );
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level.player SetWeaponAmmoClip( "m240", 100 );
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level.player SwitchToWeapon( "m240" );
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enablePlayerWeapons( true );
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}
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lobby_people_create( data )
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{
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group = data[ self.targetname ];
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foreach ( actor in group )
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{
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spawner = GetEnt( actor[ "model" ], "targetname" );
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spawner.count = 1;
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if ( actor[ "anime" ] == "airport_civ_in_line_6_C" )
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{
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spawner.target = "lobby_girl_run_node";
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spawner.script_moveoverride = 1;
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}
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else
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{
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spawner.target = undefined;
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spawner.script_moveoverride = undefined;
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}
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drone = dronespawn( spawner );
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drone.ref_node = self;
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drone.anime = actor[ "anime" ];
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drone.script_delay = actor[ "delay" ];
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drone._deathanim = actor[ "deathanim" ];
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drone.deathtime = actor[ "deathtime" ];
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if ( IsDefined( actor[ "deleteme" ] ) )
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drone.deleteme = actor[ "deleteme" ];
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||
|
drone.dontdonotetracks = 1;
|
||
|
drone.nocorpsedelete = 1;
|
||
|
|
||
|
drone thread lobby_people_logic();
|
||
|
}
|
||
|
}
|
||
|
#using_animtree( "generic_human" );
|
||
|
lobby_security_intro()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.ignoreall = true;
|
||
|
self.ignoreme = true;
|
||
|
self.team = "neutral";
|
||
|
|
||
|
self gun_remove();
|
||
|
|
||
|
node = SpawnStruct();
|
||
|
node.angles = self.angles;
|
||
|
node.origin = self.origin;
|
||
|
|
||
|
node anim_generic_first_frame( self, self.animation );
|
||
|
self.dontdonotetracks = 1;
|
||
|
self.nocorpsedelete = 1;
|
||
|
|
||
|
flag_wait( "lobby_scene_pre_animate" );
|
||
|
|
||
|
if ( self.animation == "airport_civ_in_line_13_C" )
|
||
|
{
|
||
|
self.deathanim = %exposed_death_falltoknees;
|
||
|
wait .7;
|
||
|
}
|
||
|
else
|
||
|
self.deathanim = %exposed_death_twist;
|
||
|
|
||
|
self.health = 1;
|
||
|
node thread anim_generic( self, self.animation );
|
||
|
self set_allowdeath( true );
|
||
|
self.noragdoll = 1;
|
||
|
// self.a.nodeath = 1;
|
||
|
|
||
|
// wait 1;
|
||
|
|
||
|
flag_wait( "lobby_open_fire" );
|
||
|
wait RandomFloatRange( .15, .25 );
|
||
|
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
#using_animtree( "generic_human" );
|
||
|
lobby_people_logic()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self thread lobby_people_cleanup();
|
||
|
|
||
|
if ( !isdefined( level.lobby_people_animating ) )
|
||
|
level.lobby_people_animating = 0;
|
||
|
level.lobby_people_animating++;
|
||
|
|
||
|
node = self.ref_node;
|
||
|
|
||
|
node thread anim_generic( self, self.anime );
|
||
|
wait .05;
|
||
|
self StopAnimScripted();
|
||
|
node anim_generic_first_frame( self, self.anime );
|
||
|
|
||
|
self thread do_lobby_player_fire();
|
||
|
|
||
|
flag_wait( "lobby_scene_animate" );
|
||
|
|
||
|
self script_delay();
|
||
|
|
||
|
self thread do_blood_notetracks();
|
||
|
self.health = 1000000;
|
||
|
|
||
|
if ( IsDefined( self._deathanim ) )
|
||
|
{
|
||
|
node thread anim_generic( self, self.anime );
|
||
|
|
||
|
wait self.deathtime;
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
self anim_generic( self, self._deathanim );
|
||
|
}
|
||
|
else
|
||
|
if ( self.anime == "airport_civ_in_line_6_C" )
|
||
|
{
|
||
|
|
||
|
node thread anim_generic( self, self.anime );
|
||
|
|
||
|
length = GetAnimLength( self getGenericAnim( self.anime ) );
|
||
|
length -= .2;
|
||
|
wait length;
|
||
|
|
||
|
node = SpawnStruct();
|
||
|
node.origin = self.origin;
|
||
|
node.angles = self.angles + ( 0, 180, 0 );
|
||
|
node anim_generic( self, "run_death3" );
|
||
|
}
|
||
|
else
|
||
|
node anim_generic( self, self.anime );
|
||
|
|
||
|
self.noragdoll = 1;
|
||
|
self.skipdeathanim = 1;
|
||
|
|
||
|
if ( IsDefined( self.deleteme ) )
|
||
|
self Delete();
|
||
|
else
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
lobby_people_cleanup()
|
||
|
{
|
||
|
self waittill( "death" );
|
||
|
|
||
|
level.lobby_people_animating--;
|
||
|
if ( !level.lobby_people_animating )
|
||
|
flag_set( "lobby_to_stairs_go" );
|
||
|
}
|
||
|
|
||
|
lobby_drone_logic()
|
||
|
{
|
||
|
self lobby_generic_logic();
|
||
|
|
||
|
if ( IsDefined( self ) )
|
||
|
self notify( "move" );
|
||
|
|
||
|
while ( !flag( "player_set_speed_stairs" ) )
|
||
|
{
|
||
|
wait .2;
|
||
|
|
||
|
if ( !isdefined( self ) )
|
||
|
break;
|
||
|
/*-----------------------
|
||
|
KEEP LOOPING IF ANY PLAYERS TOO CLOSE OR CAN BULLETTRACE
|
||
|
-------------------------*/
|
||
|
if ( DistanceSquared( self.origin, level.player.origin ) < squared( 2048 ) )
|
||
|
continue;
|
||
|
if ( player_looking_at( self.origin + ( 0, 0, 48 ) ) )
|
||
|
continue;
|
||
|
/*-----------------------
|
||
|
ALL TESTS PASSED, DELETE THE BASTARD
|
||
|
-------------------------*/
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( IsDefined( self ) )
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
lobby_generic_logic()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.maxhealth = 1;
|
||
|
self.health = 1;
|
||
|
self.ignoreExplosionEvents = true;
|
||
|
self.ignoreme = true;
|
||
|
if ( IsSentient( self ) )
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
else
|
||
|
self enable_ignorerandombulletdamage_drone();
|
||
|
self.grenadeawareness = 0;
|
||
|
self disable_surprise();
|
||
|
|
||
|
anime = self.script_animation;
|
||
|
|
||
|
if ( !isdefined( anime ) )
|
||
|
anime = "civilian_stand_idle";
|
||
|
|
||
|
self set_allowdeath( true );
|
||
|
self delayThread( RandomFloatRange( 0, 3 ), ::anim_generic_loop, self, anime );
|
||
|
|
||
|
if ( IsDefined( self.script_noteworthy ) && ( self.script_noteworthy == "crawler" || self.script_noteworthy == "crawler2" ) )
|
||
|
self lobby_generic_logic_crawlers();
|
||
|
else
|
||
|
self lobby_generic_non_crawlers();
|
||
|
}
|
||
|
|
||
|
lobby_generic_non_crawlers()
|
||
|
{
|
||
|
if ( IsAI( self ) )
|
||
|
{
|
||
|
self thread deletable_magic_bullet_shield();
|
||
|
self.a.disablePain = 1;
|
||
|
}
|
||
|
|
||
|
flag_wait( "lobby_open_fire" );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
}
|
||
|
|
||
|
lobby_generic_logic_crawlers()
|
||
|
{
|
||
|
if ( self.script_noteworthy == "crawler" )
|
||
|
{
|
||
|
self.oldcontents = self SetContents( 0 );
|
||
|
self force_crawling_death( 180, 5 );
|
||
|
}
|
||
|
else
|
||
|
if ( self.script_noteworthy == "crawler2" )
|
||
|
self force_crawling_death( 110, 3, level.scr_anim[ "crawl_death_1" ] );
|
||
|
|
||
|
flag_wait( "lobby_open_fire" );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
if ( self.script_noteworthy == "crawler2" )
|
||
|
{
|
||
|
self DoDamage( 1, level.player.origin );
|
||
|
}
|
||
|
else
|
||
|
if ( self.script_noteworthy == "crawler" )
|
||
|
{
|
||
|
self DoDamage( 1, level.player.origin );
|
||
|
|
||
|
wait 8;
|
||
|
//iprintlnbold( "canshoot" );
|
||
|
self SetContents( self.oldcontents );
|
||
|
wait 11;
|
||
|
//iprintlnbold( "can NOT shoot" );
|
||
|
self SetContents( 0 );
|
||
|
wait 5;
|
||
|
//iprintlnbold( "canshoot" );
|
||
|
self SetContents( self.oldcontents );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
stair_top_terror()
|
||
|
{
|
||
|
flag_wait( "lobby_to_stairs_flow" );
|
||
|
flag_waitopen( "lobby_to_stairs_flow" );
|
||
|
flag_wait( "lobby_to_stairs_flow" );
|
||
|
|
||
|
wait 11;// "lobby_cleanup"
|
||
|
|
||
|
org = GetEnt( "upperdeck_terror", "targetname" );
|
||
|
org PlayLoopSound( "scn_airport_crowd_stairs_loop" );
|
||
|
|
||
|
flag_wait_or_timeout( "stairs_top_open_fire", 16.5 );
|
||
|
|
||
|
org StopLoopSound();
|
||
|
org PlaySound( "scn_airport_crowd_stairs_end" );
|
||
|
}
|
||
|
|
||
|
lobby_to_stairs_flow_spawner()
|
||
|
{
|
||
|
self waittill( "spawned" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
flag_clear( "lobby_to_stairs_flow" );
|
||
|
level.lobby_to_stairs_flow = undefined;
|
||
|
|
||
|
wait 8;
|
||
|
|
||
|
self.count = 1;
|
||
|
self spawn_ai();
|
||
|
}
|
||
|
|
||
|
lobby_to_stairs_flow_snd_scape( snd )
|
||
|
{
|
||
|
flag_wait( "lobby_to_stairs_flow" );
|
||
|
wait .1;
|
||
|
|
||
|
thread running_civ_soundscape( level.lobby_to_stairs_flow, snd );
|
||
|
}
|
||
|
|
||
|
lobby_to_stairs_flow()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.interval = 50;
|
||
|
self.health = 1;
|
||
|
|
||
|
if ( !isdefined( level.lobby_to_stairs_flow ) )
|
||
|
level.lobby_to_stairs_flow = [];
|
||
|
|
||
|
level.lobby_to_stairs_flow[ level.lobby_to_stairs_flow.size ] = self;
|
||
|
|
||
|
flag_set( "lobby_to_stairs_flow" );
|
||
|
|
||
|
self thread lobby_to_stairs_flow_stairsanim();
|
||
|
|
||
|
self add_wait( ::waittill_msg, "reached_path_end" );
|
||
|
self add_call( ::Delete );
|
||
|
self thread do_wait();
|
||
|
|
||
|
while ( !flag( "stairs_top_open_fire" ) )
|
||
|
{
|
||
|
wait .2;
|
||
|
|
||
|
/*-----------------------
|
||
|
KEEP LOOPING IF ANY PLAYERS TOO CLOSE OR CAN BULLETTRACE
|
||
|
-------------------------*/
|
||
|
if ( DistanceSquared( self.origin, level.player.origin ) < squared( 2048 ) )
|
||
|
continue;
|
||
|
if ( player_looking_at( self.origin + ( 0, 0, 48 ) ) )
|
||
|
continue;
|
||
|
|
||
|
/*-----------------------
|
||
|
ALL TESTS PASSED, DELETE THE BASTARD
|
||
|
-------------------------*/
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
wait 1;
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
lobby_to_stairs_flow_stairsanim()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
wait .5;
|
||
|
self set_generic_run_anim_array( "stairs_up", "stairs_up_weights" );
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
self set_generic_run_anim_array( "civ_run_array" );
|
||
|
}
|
||
|
|
||
|
running_civ_soundscape( array, alias )
|
||
|
{
|
||
|
array = array_removeDead( array );
|
||
|
origin = get_average_origin( array );
|
||
|
obj = Spawn( "script_origin", origin + ( 0, 0, 64 ) );
|
||
|
//obj SetModel( "weapon_us_smoke_grenade" );
|
||
|
obj PlaySound( alias );
|
||
|
|
||
|
time = .1;
|
||
|
|
||
|
while ( array.size )
|
||
|
{
|
||
|
origin = get_average_origin( array );
|
||
|
obj MoveTo( origin + ( 0, 0, 64 ), time );
|
||
|
|
||
|
wait time;
|
||
|
|
||
|
array = array_removeDead( array );
|
||
|
}
|
||
|
|
||
|
obj StopSounds();
|
||
|
wait .05;
|
||
|
obj Delete();
|
||
|
}
|
||
|
|
||
|
#using_animtree( "generic_human" );
|
||
|
intro_security_run_die()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self SetGoalPos( self.origin );
|
||
|
self.goalradius = 16;
|
||
|
self.ignoreme = true;
|
||
|
self.ignoreall = true;
|
||
|
self.ignoreSuppression = 1;
|
||
|
self disable_surprise();
|
||
|
self.disableBulletWhizbyReaction = true;
|
||
|
self.a.disablePain = true;
|
||
|
self thread deletable_magic_bullet_shield();
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
switch( self.script_animation )
|
||
|
{
|
||
|
case "airport_security_guard_2":
|
||
|
innerdoor = GetEnt( "security_door_early", "targetname" );
|
||
|
innerdoor ConnectPaths();
|
||
|
innerdoor NotSolid();
|
||
|
|
||
|
innerdoor delayCall( 3.35, ::rotateyaw, 80, .6, .05, .35 );
|
||
|
innerdoor delayCall( 6.5, ::rotateyaw, -80, 2 );
|
||
|
innerdoor delayCall( 8, ::Solid );
|
||
|
|
||
|
self.deathanim = %airport_security_guard_2_reaction;
|
||
|
break;
|
||
|
case "airport_security_guard_4":
|
||
|
self.deathanim = %airport_security_guard_4_reaction;
|
||
|
wait 1.5;
|
||
|
break;
|
||
|
case "airport_security_guard_3":
|
||
|
self.deathanim = %airport_security_guard_3_reaction;
|
||
|
wait .5;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
//wait 3.25;
|
||
|
wait 2.25;
|
||
|
|
||
|
self gun_remove();
|
||
|
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
|
||
|
node anim_generic_reach( self, self.script_animation );
|
||
|
|
||
|
if ( self.script_animation == "airport_security_guard_4" )
|
||
|
thread intro_security_run_explosion();
|
||
|
|
||
|
self.a.nodeath = true;
|
||
|
self.noragdoll = true;
|
||
|
|
||
|
if ( self.script_animation == "airport_security_guard_2" )
|
||
|
{
|
||
|
door = GetEnt( "lobby_security_door", "targetname" );
|
||
|
model = GetEnt( "lobby_security_door_model", "targetname" );
|
||
|
model LinkTo( door );
|
||
|
|
||
|
door delayThread( .8, ::_rotateyaw, 60, .5, .05, .35 );
|
||
|
}
|
||
|
if ( self.script_animation == "airport_security_guard_4" )
|
||
|
self forceUseWeapon( self.sidearm, "primary" );
|
||
|
|
||
|
if ( IsDefined( self.magic_bullet_shield ) )
|
||
|
self stop_magic_bullet_shield();
|
||
|
self.a.nodeath = false;
|
||
|
self.noragdoll = undefined;
|
||
|
self.a.disablePain = false;
|
||
|
self.health = 100000;
|
||
|
|
||
|
self thread intro_security_run_wait_die();
|
||
|
node anim_generic( self, self.script_animation );
|
||
|
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
intro_security_run_explosion()
|
||
|
{
|
||
|
wait .9;
|
||
|
|
||
|
level.makarov.grenadeAmmo++;
|
||
|
vec = ( 0, 0, -1 );
|
||
|
timex = 1;
|
||
|
level.makarov MagicGrenadeManual( ( 5902, 2208, 96 ), vec, timex );
|
||
|
}
|
||
|
|
||
|
intro_security_run_wait_die()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "damage", amt, attacker );
|
||
|
if ( IsPlayer( attacker ) )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self.allowdeath = true;
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
lobby_ai_logic()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self lobby_generic_logic();
|
||
|
|
||
|
if ( !isdefined( level.lobby_ai_peeps ) )
|
||
|
level.lobby_ai_peeps = 0;
|
||
|
level.lobby_ai_peeps++;
|
||
|
|
||
|
self thread lobby_ai_logic_death();
|
||
|
|
||
|
if ( IsDefined( self.script_noteworthy ) && self.script_noteworthy == "new_lobby_people" )
|
||
|
self thread lobby_ai_new();
|
||
|
else
|
||
|
self thread lobby_ai_run();
|
||
|
}
|
||
|
|
||
|
lobby_ai_logic_death()
|
||
|
{
|
||
|
self waittill( "death" );
|
||
|
level.lobby_ai_peeps--;
|
||
|
|
||
|
if ( level.lobby_ai_peeps == 0 )
|
||
|
flag_set( "lobby_ai_peeps_dead" );
|
||
|
}
|
||
|
|
||
|
lobby_ai_new()
|
||
|
{
|
||
|
flag_wait( "lobby_to_stairs_go" );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
if( !isalive( self ) )
|
||
|
return;
|
||
|
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.a.disablePain = false;
|
||
|
self stop_magic_bullet_shield();
|
||
|
|
||
|
switch( self.animation )
|
||
|
{
|
||
|
case "unarmed_cowercrouch_react_B":
|
||
|
self thread anim_generic_loop( self, "unarmed_cowercrouch_idle" );
|
||
|
break;
|
||
|
case "airport_civ_cellphone_hide":
|
||
|
self thread anim_generic_first_frame( self, self.animation );
|
||
|
self.deathanim = %airport_civ_cellphone_death;
|
||
|
break;
|
||
|
case "coup_civilians_interrogated_civilian_v3":
|
||
|
self thread instant_ragdoll();
|
||
|
default:
|
||
|
self thread anim_generic_loop( self, self.animation );
|
||
|
break;
|
||
|
}
|
||
|
flag_wait( "lobby_cleanup" );
|
||
|
|
||
|
switch( self.animation )
|
||
|
{
|
||
|
case "unarmed_cowercrouch_react_B":
|
||
|
wait 1.5;
|
||
|
self thread anim_generic( self, self.animation );
|
||
|
break;
|
||
|
case "airport_civ_cellphone_hide":
|
||
|
wait .65;
|
||
|
self anim_generic( self, self.animation );
|
||
|
self bodyshot( "killshot" );
|
||
|
self Kill();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
flag_wait( "lobby_cleanup_spray" );
|
||
|
|
||
|
switch( self.animation )
|
||
|
{
|
||
|
case "cliffhanger_capture_Price_idle":
|
||
|
wait .5;
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.health = 1;
|
||
|
|
||
|
self.allowdeath = 1;
|
||
|
self thread anim_generic( self, "stand_2_run_L" );
|
||
|
self.deathanim = %run_death_facedown;
|
||
|
|
||
|
time = GetAnimLength( getanim_generic( "stand_2_run_L" ) );
|
||
|
wait time - .2;
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
self bodyshot( "bodyshot" );
|
||
|
self thread anim_generic( self, "run_pain_fallonknee" );
|
||
|
|
||
|
//self.deathanim = %coverstand_death_left;
|
||
|
wait 1.25;
|
||
|
self.noragdoll = 1;
|
||
|
self bodyshot( "killshot" );
|
||
|
self Kill();
|
||
|
break;
|
||
|
|
||
|
case "unarmed_cowercrouch_react_B":
|
||
|
wait 2.75;
|
||
|
self bodyshot( "killshot" );
|
||
|
self Kill();
|
||
|
break;
|
||
|
|
||
|
case "coup_civilians_interrogated_civilian_v3":
|
||
|
wait .25;
|
||
|
self bodyshot( "killshot" );
|
||
|
self Kill();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
instant_ragdoll()
|
||
|
{
|
||
|
if( getdvarint( "ragdoll_enable" ) )
|
||
|
self.a.nodeath = true;
|
||
|
|
||
|
self waittill( "damage" );
|
||
|
|
||
|
if( getdvarint( "ragdoll_enable" ) )
|
||
|
self StartRagdoll();
|
||
|
else
|
||
|
self kill();
|
||
|
}
|
||
|
|
||
|
lobby_ai_run()
|
||
|
{
|
||
|
if ( IsDefined( self.script_noteworthy ) && ( self.script_noteworthy == "crawler" || self.script_noteworthy == "crawler2" ) )
|
||
|
return;
|
||
|
|
||
|
self endon( "death" );
|
||
|
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
|
||
|
self set_generic_run_anim_array( "civ_run_array" );
|
||
|
reach = node.script_animation + "_reach";
|
||
|
|
||
|
node anim_generic_reach( self, reach );
|
||
|
node thread anim_generic_loop( self, node.script_animation );
|
||
|
|
||
|
flag_wait( "lobby_to_stairs_go" );
|
||
|
|
||
|
wait .5;
|
||
|
self.a.disablePain = false;
|
||
|
self stop_magic_bullet_shield();
|
||
|
self.allowdeath = true;
|
||
|
|
||
|
flag_wait( "lobby_cleanup" );
|
||
|
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.health = 1;
|
||
|
|
||
|
if ( node.script_animation == "unarmed_cowercrouch_idle" )
|
||
|
{
|
||
|
node notify( "stop_loop" );
|
||
|
self anim_generic( self, "unarmed_cowercrouch_react_A" );
|
||
|
self thread anim_generic_loop( self, "unarmed_cowerstand_pointidle" );
|
||
|
wait .4;
|
||
|
}
|
||
|
|
||
|
flag_wait( "lobby_cleanup_spray" );
|
||
|
|
||
|
switch( node.script_animation )
|
||
|
{
|
||
|
case "cliffhanger_capture_Price_idle":
|
||
|
|
||
|
node notify( "stop_loop" );
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.health = 1;
|
||
|
|
||
|
self.allowdeath = 1;
|
||
|
self thread anim_generic( self, "stand_2_run_L" );
|
||
|
wait 1;
|
||
|
self.deathanim = %run_death_roll;
|
||
|
self.noragdoll = 1;
|
||
|
self bodyshot( "killshot" );
|
||
|
self Kill();
|
||
|
break;
|
||
|
|
||
|
case "exposed_squat_idle_grenade_F":
|
||
|
wait .5;
|
||
|
|
||
|
node notify( "stop_loop" );
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.health = 1;
|
||
|
|
||
|
self.allowdeath = 1;
|
||
|
self thread anim_generic( self, "crouch_2run_L" );
|
||
|
wait 1;
|
||
|
self.deathanim = %run_death_facedown;
|
||
|
self.noragdoll = 1;
|
||
|
self bodyshot( "killshot" );
|
||
|
self Kill();
|
||
|
break;
|
||
|
|
||
|
case "unarmed_cowercrouch_idle":
|
||
|
node notify( "stop_loop" );
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.health = 1;
|
||
|
|
||
|
node = getstruct( node.target, "targetname" );
|
||
|
node anim_generic_reach( self, node.script_animation );
|
||
|
|
||
|
//self.a.nodeath = true;
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
|
||
|
node thread anim_generic( self, node.script_animation );
|
||
|
self thread instant_ragdoll();
|
||
|
|
||
|
wait 1;
|
||
|
self bodyshot( "killshot" );
|
||
|
self Kill();
|
||
|
break;
|
||
|
|
||
|
case "coup_civilians_interrogated_civilian_v1":
|
||
|
|
||
|
node notify( "stop_loop" );
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.health = 1;
|
||
|
|
||
|
self.allowdeath = true;
|
||
|
self enable_exits();
|
||
|
|
||
|
node = getstruct( node.target, "targetname" );
|
||
|
node anim_generic_reach( self, node.script_animation );
|
||
|
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
node thread anim_generic( self, node.script_animation );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
lobby_moveout( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
self enable_calm_combat();
|
||
|
self.combatmode = "cover";
|
||
|
self.noreload = true;
|
||
|
|
||
|
self thread lobby_open_fire( node );
|
||
|
}
|
||
|
|
||
|
lobby_open_fire( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
flag_wait( "lobby_open_fire" );
|
||
|
|
||
|
self.goalradius = 8;
|
||
|
self SetGoalPos( self.origin );
|
||
|
//self OrientMode( "face angle", node.angles[1] );
|
||
|
|
||
|
delay = undefined;
|
||
|
speed = undefined;
|
||
|
forward = undefined;
|
||
|
time = 7.5;
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "saw":
|
||
|
speed = 1.25;
|
||
|
forward = true;
|
||
|
delay = .05;
|
||
|
time += .5;
|
||
|
break;
|
||
|
case "shotgun":
|
||
|
speed = .85;
|
||
|
forward = false;
|
||
|
delay = .5;
|
||
|
time += .1;
|
||
|
break;
|
||
|
case "makarov":
|
||
|
speed = 1.05;
|
||
|
forward = true;
|
||
|
delay = .25;
|
||
|
time += .15;
|
||
|
break;
|
||
|
case "m4":
|
||
|
speed = 1.45;
|
||
|
forward = false;
|
||
|
delay = .3;
|
||
|
time += .25;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
self thread spray_and_pray( delay, speed, forward );
|
||
|
// flag_wait( "lobby_to_stairs_go" );
|
||
|
wait time;
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
|
||
|
// if( self.script_noteworthy == "saw" )
|
||
|
// return;
|
||
|
|
||
|
// self thread anim_single_run_solo( self, "stand_reload" );
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
lobby_moveout_to_stairs_makarov( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
level.lobby_cleanup = 0;
|
||
|
|
||
|
time = 16.5;
|
||
|
|
||
|
delayThread( time, ::set_generic_run_anim, "casual_killer_walk_R", true );
|
||
|
delayThread( time, ::set_moveplaybackrate, 1.0 );
|
||
|
delayThread( time + .75, ::fire_full_auto, .1, "stop_spray_and_pray" );
|
||
|
|
||
|
wait 1.5;
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self set_moveplaybackrate( 1.15 );
|
||
|
self disable_arrivals();
|
||
|
|
||
|
self follow_path( node );
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
|
||
|
self lobby_moveout_to_stairs_post();
|
||
|
if ( flag( "player_set_speed_stairs" ) )
|
||
|
return;
|
||
|
|
||
|
level endon( "player_set_speed_stairs" );
|
||
|
|
||
|
self set_moveplaybackrate( 1.25 );
|
||
|
delayThread( 5, ::set_moveplaybackrate, 1.0 );
|
||
|
|
||
|
self set_generic_run_anim( "casual_killer_walk_R" );
|
||
|
wait 1;
|
||
|
self set_generic_run_anim( "casual_killer_walk_F" );
|
||
|
|
||
|
self enable_arrivals();
|
||
|
|
||
|
wait 4.5;
|
||
|
if ( !flag( "lobby_ai_peeps_dead" ) )
|
||
|
{
|
||
|
self set_generic_run_anim( "casual_killer_walk_L" );
|
||
|
wait .5;
|
||
|
thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
delayThread( 2.0, ::send_notify, "stop_spray_and_pray" );
|
||
|
}
|
||
|
flag_wait( "stairs_go_up" );
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
//Up the stairs. Go.
|
||
|
self radio_dialogue( "airport_mkv_upstairs" );
|
||
|
|
||
|
//thread lobby_player_allow_sprint();
|
||
|
}
|
||
|
|
||
|
lobby_player_allow_sprint()
|
||
|
{
|
||
|
flag_clear( "player_dynamic_move_speed" );
|
||
|
wait .05;
|
||
|
level.player AllowSprint( true );
|
||
|
|
||
|
flag_wait( "player_set_speed_upperstairs" );
|
||
|
|
||
|
thread player_dynamic_move_speed();
|
||
|
}
|
||
|
|
||
|
lobby_moveout_to_stairs_saw( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
level.lobby_cleanup = 0;
|
||
|
|
||
|
self set_moveplaybackrate( 1.2 );
|
||
|
|
||
|
self disable_arrivals();
|
||
|
self add_wait( ::waittill_msg, "goal" );
|
||
|
self add_func( ::delaythread, 1, ::enable_arrivals );
|
||
|
thread do_wait();
|
||
|
|
||
|
time = 12;
|
||
|
delayThread( time, ::fire_full_auto, .1, "stop_spray_and_pray" );
|
||
|
delayThread( time + 2, ::send_notify, "stop_spray_and_pray" );
|
||
|
time += 3;
|
||
|
delayThread( time, ::fire_full_auto, .1, "stop_spray_and_pray" );
|
||
|
delayThread( time + 4.5, ::send_notify, "stop_spray_and_pray" );
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
thread follow_path( node );
|
||
|
|
||
|
node waittill( "trigger" );
|
||
|
|
||
|
self waittill( "reached_path_end" );
|
||
|
|
||
|
flag_wait( "lobby_cleanup_spray" );
|
||
|
|
||
|
self set_moveplaybackrate( 1.0 );
|
||
|
|
||
|
if ( !flag( "lobby_ai_peeps_dead" ) )
|
||
|
{
|
||
|
self thread spray_and_pray();
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
}
|
||
|
wait .5;
|
||
|
|
||
|
self lobby_moveout_to_stairs_post();
|
||
|
if ( flag( "player_set_speed_stairs" ) )
|
||
|
return;
|
||
|
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
}
|
||
|
|
||
|
lobby_moveout_to_stairs_m4( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
level.lobby_cleanup = 0;
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self disable_arrivals();
|
||
|
self add_wait( ::waittill_msg, "goal" );
|
||
|
self add_func( ::delaythread, 1, ::enable_arrivals );
|
||
|
thread do_wait();
|
||
|
|
||
|
self set_moveplaybackrate( 1.15 );
|
||
|
self delayThread( 10, ::set_moveplaybackrate, 1.2 );
|
||
|
follow_path( node );
|
||
|
self set_moveplaybackrate( 1.0 );
|
||
|
wait .5;
|
||
|
|
||
|
flag_wait( "lobby_cleanup_spray" );
|
||
|
|
||
|
if ( !flag( "lobby_ai_peeps_dead" ) )
|
||
|
{
|
||
|
self thread spray_and_pray();
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
}
|
||
|
|
||
|
self lobby_moveout_to_stairs_post();
|
||
|
if ( flag( "player_set_speed_stairs" ) )
|
||
|
return;
|
||
|
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
}
|
||
|
|
||
|
lobby_moveout_to_stairs_shotgun( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
level.lobby_cleanup = 0;
|
||
|
|
||
|
self disable_arrivals();
|
||
|
self set_moveplaybackrate( 1.2 );
|
||
|
|
||
|
time = 8.5;
|
||
|
delayThread( time, ::fire_full_auto, .3, "stop_spray_and_pray" );
|
||
|
delayThread( time + 1, ::send_notify, "stop_spray_and_pray" );
|
||
|
time += 5.5;
|
||
|
delayThread( time, ::fire_full_auto, .3, "stop_spray_and_pray" );
|
||
|
delayThread( time + 2, ::send_notify, "stop_spray_and_pray" );
|
||
|
time += 3;
|
||
|
delayThread( time, ::fire_full_auto, .3, "stop_spray_and_pray" );
|
||
|
delayThread( time + 2, ::send_notify, "stop_spray_and_pray" );
|
||
|
|
||
|
delayThread( time + 1, ::enable_arrivals );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
follow_path( node );
|
||
|
flag_set( "lobby_cleanup" );
|
||
|
thread flag_set_delayed( "lobby_cleanup_spray", 2.5 );
|
||
|
|
||
|
self set_moveplaybackrate( 1.0 );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
flag_wait( "lobby_cleanup_spray" );
|
||
|
|
||
|
if ( !flag( "lobby_ai_peeps_dead" ) )
|
||
|
{
|
||
|
self thread spray_and_pray( .1, .25, false );
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
}
|
||
|
|
||
|
self lobby_moveout_to_stairs_post();
|
||
|
if ( flag( "player_set_speed_stairs" ) )
|
||
|
return;
|
||
|
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
}
|
||
|
|
||
|
lobby_moveout_to_stairs_post()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
self ent_flag_set( "prestairs_nodes" );
|
||
|
level.lobby_cleanup++;
|
||
|
|
||
|
if ( level.lobby_cleanup == 4 )
|
||
|
{
|
||
|
if ( !flag( "player_set_speed_stairs" ) )
|
||
|
thread flag_set_delayed( "stairs_go_up", 1 );
|
||
|
else
|
||
|
flag_set( "stairs_go_up" );
|
||
|
}
|
||
|
if ( flag( "player_set_speed_stairs" ) )
|
||
|
self clear_run_anim();
|
||
|
}
|
||
|
|
||
|
lobby_moveout_to_stairs( node )
|
||
|
{
|
||
|
func = [];
|
||
|
|
||
|
func[ "makarov" ] = ::lobby_moveout_to_stairs_makarov;
|
||
|
func[ "shotgun" ] = ::lobby_moveout_to_stairs_shotgun;
|
||
|
func[ "m4" ] = ::lobby_moveout_to_stairs_m4;
|
||
|
func[ "saw" ] = ::lobby_moveout_to_stairs_saw;
|
||
|
|
||
|
self [[ func[ self.script_noteworthy ] ]]( node );
|
||
|
}
|
||
|
|
||
|
lobby_prestairs_nodes_behavior( node )
|
||
|
{
|
||
|
if ( self != level.makarov )
|
||
|
return;
|
||
|
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
level endon( "stairs_go_up" );
|
||
|
|
||
|
self add_wait( ::ent_flag_wait, "prestairs_nodes" );
|
||
|
do_wait_any();
|
||
|
|
||
|
self SetGoalNode( node );
|
||
|
self.goalradius = 16;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* UPPERDECK */
|
||
|
/************************************************************************************************************/
|
||
|
stairs_team_at_top( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
flag_wait( "stairs_go_up" );
|
||
|
|
||
|
self.ignoreall = false;
|
||
|
self.ignoreme = false;
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
self.noreload = true;
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "saw":
|
||
|
speed = 1;
|
||
|
forward = true;
|
||
|
delay = .05;
|
||
|
break;
|
||
|
|
||
|
case "shotgun":
|
||
|
wait .1;
|
||
|
speed = 1.2;
|
||
|
forward = false;
|
||
|
delay = .1;
|
||
|
break;
|
||
|
|
||
|
case "makarov":
|
||
|
wait .25;
|
||
|
speed = 0.8;
|
||
|
forward = true;
|
||
|
delay = .5;
|
||
|
|
||
|
id = GetGlass( "upperdeck_glass_roof_1" );
|
||
|
self add_wait( ::waittill_msg, "reached_path_end" );
|
||
|
add_func( ::noself_delayCall, 4, ::DestroyGlass, id, ( 0, 0, -1 ) );
|
||
|
thread do_wait();
|
||
|
break;
|
||
|
case "m4":
|
||
|
wait .05;
|
||
|
speed = 0.7;
|
||
|
forward = false;
|
||
|
delay = .05;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self disable_arrivals();
|
||
|
self thread follow_path( node, 5000 );
|
||
|
|
||
|
node waittill( "trigger" );
|
||
|
|
||
|
self maps\_casual_killer::disable_casual_killer();
|
||
|
self walkdist_zero();
|
||
|
waittillframeend;
|
||
|
|
||
|
self clear_run_anim();
|
||
|
|
||
|
self delayThread( 1, ::enable_arrivals );
|
||
|
|
||
|
self waittill( "reached_path_end" );
|
||
|
|
||
|
delayThread( .5, ::activate_trigger, "upperdeck_civ", "target" );
|
||
|
|
||
|
self maps\_casual_killer::enable_casual_killer();
|
||
|
wait 1;
|
||
|
|
||
|
flag_set( "stairs_top_open_fire" );
|
||
|
self ent_flag_set( "stairs_at_top" );
|
||
|
if ( flag( "stairs_upperdeck_civs_dead" ) )
|
||
|
return;
|
||
|
speed = undefined;
|
||
|
delay = undefined;
|
||
|
forward = undefined;
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
node = GetNode( node.target, "targetname" );
|
||
|
self OrientMode( "face angle", node.angles[ 1 ] );
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "saw":
|
||
|
case "shotgun":
|
||
|
wait .25;
|
||
|
break;
|
||
|
default:
|
||
|
wait .75;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self thread spray_and_pray( delay, speed, forward );
|
||
|
|
||
|
flag_wait( "stairs_upperdeck_civs_dead" );
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
}
|
||
|
|
||
|
upperdeck_team_moveup( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
self ent_flag_wait( "stairs_at_top" );
|
||
|
self clear_run_anim();
|
||
|
self disable_arrivals();
|
||
|
|
||
|
self maps\_casual_killer::enable_casual_killer();
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "makarov":
|
||
|
self.moveplaybackrate = 1;
|
||
|
self upperdeck_makarov_moveup( node );
|
||
|
break;
|
||
|
case "m4":
|
||
|
self.moveplaybackrate = 1.45;
|
||
|
break;
|
||
|
case "shotgun":
|
||
|
self.moveplaybackrate = 1.35;
|
||
|
break;
|
||
|
case "saw":
|
||
|
self.moveplaybackrate = 1.34;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( self.script_noteworthy == "makarov" )
|
||
|
return;
|
||
|
|
||
|
self follow_path( node, 5000 );
|
||
|
|
||
|
self thread ent_flag_set_delayed( "massacre_ready", .15 );
|
||
|
}
|
||
|
|
||
|
upperdeck_makarov_moveup( node )
|
||
|
{
|
||
|
self thread follow_path( node, 5000 );
|
||
|
|
||
|
wait 2.5;
|
||
|
|
||
|
self disable_exits();
|
||
|
self disable_dynamic_run_speed();
|
||
|
|
||
|
self anim_generic_run( self, "casual_killer_walk_wave" );
|
||
|
|
||
|
wait .2;
|
||
|
|
||
|
self enable_exits();
|
||
|
if ( flag( "massacre_rentacop_stop" ) )
|
||
|
return;
|
||
|
|
||
|
self set_moveplaybackrate( .9, 2 );
|
||
|
|
||
|
flag_wait( "upperdeck_mak_spray" );
|
||
|
|
||
|
self disable_arrivals();
|
||
|
self set_moveplaybackrate( 1, .5 );
|
||
|
self anim_generic( self, "casual_killer_walk_stop" );
|
||
|
|
||
|
self notify( "_utility::follow_path" );
|
||
|
self SetGoalPos( self.origin );
|
||
|
self.goalradius = 8;
|
||
|
|
||
|
self.upperdeck_enemies++;
|
||
|
self thread spray_and_pray();
|
||
|
|
||
|
self notify( "upperdeck_canned_deaths_execute_fire" );
|
||
|
self maps\_casual_killer::set_casual_killer_run_n_gun( "straight" );
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
|
||
|
wait 3;
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
self.upperdeck_enemies--;
|
||
|
|
||
|
node = getstruct( "stairs_mak_point", "script_noteworthy" );
|
||
|
self ent_flag_clear( "massacre_ready" );
|
||
|
|
||
|
self add_wait( ::waittill_msg, "reached_path_end" );
|
||
|
self add_func( ::ent_flag_set_delayed, "massacre_ready", .15 );
|
||
|
thread do_wait();
|
||
|
|
||
|
self thread follow_path( node );
|
||
|
node waittill( "trigger" );
|
||
|
|
||
|
if ( flag( "massacre_rentacop_stop" ) )
|
||
|
return;
|
||
|
|
||
|
self disable_exits();
|
||
|
self disable_dynamic_run_speed();
|
||
|
|
||
|
//thread radio_dialogue( "airport_mkv_runner" );
|
||
|
node anim_generic_run( self, "casual_killer_walk_point" );
|
||
|
|
||
|
self set_moveplaybackrate( 1.35 );
|
||
|
|
||
|
wait .2;
|
||
|
|
||
|
self enable_exits();
|
||
|
self disable_arrivals();
|
||
|
}
|
||
|
|
||
|
upperdeck_turn_on_arrival()
|
||
|
{
|
||
|
self waittill( "trigger", actor );
|
||
|
|
||
|
if ( actor == level.makarov )
|
||
|
return;
|
||
|
|
||
|
actor enable_arrivals();
|
||
|
}
|
||
|
|
||
|
stairs_cop()
|
||
|
{
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
time = 3;
|
||
|
_flag = "upperdeck_flow1";
|
||
|
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self thread cop_function( _flag, time );
|
||
|
|
||
|
flag_wait( _flag );
|
||
|
wait time;
|
||
|
wait 1.5;
|
||
|
|
||
|
if ( !isalive( self ) )
|
||
|
return;
|
||
|
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
level.team[ "saw" ] ClearEntityTarget();
|
||
|
level.team[ "shotgun" ] ClearEntityTarget();
|
||
|
|
||
|
origin = self.origin + ( 0, 0, 40 );
|
||
|
vec = AnglesToForward( self.angles );
|
||
|
origin = origin + vector_multiply( vec, 20 );
|
||
|
|
||
|
// target = Spawn( "script_model", origin );
|
||
|
// target SetModel( "weapon_us_smoke_grenade" );
|
||
|
target = Spawn( "script_origin", origin );
|
||
|
target.health = 100;
|
||
|
// target LinkTo( self );
|
||
|
level.team[ "saw" ] SetEntityTarget( target );
|
||
|
level.team[ "shotgun" ] SetEntityTarget( target );
|
||
|
|
||
|
self waittill( "death" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
if ( IsDefined( level.team[ "saw" ].spraypray_target ) )
|
||
|
level.team[ "saw" ] SetEntityTarget( level.team[ "saw" ].spraypray_target );
|
||
|
|
||
|
if ( IsDefined( level.team[ "shotgun" ].spraypray_target ) )
|
||
|
level.team[ "shotgun" ] SetEntityTarget( level.team[ "shotgun" ].spraypray_target );
|
||
|
|
||
|
target Delete();
|
||
|
}
|
||
|
|
||
|
upperdeck_crawler()
|
||
|
{
|
||
|
self.health = 1;
|
||
|
self.ignoreExplosionEvents = true;
|
||
|
self.ignoreme = true;
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.grenadeawareness = 0;
|
||
|
self disable_surprise();
|
||
|
self.a.pose = "prone";
|
||
|
//self.diequietly = true;
|
||
|
|
||
|
self endon( "death" );
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "upperdeck_crawlers_1":
|
||
|
self anim_generic_first_frame( self, "civilian_crawl_1" );
|
||
|
self force_crawling_death( self.angles[ 1 ], 5, level.scr_anim[ "crawl_death_1" ], 1 );
|
||
|
break;
|
||
|
|
||
|
case "upperdeck_crawlers_wait":
|
||
|
self anim_generic_first_frame( self, "civilian_crawl_2" );
|
||
|
self force_crawling_death( self.angles[ 1 ], 3, level.scr_anim[ "crawl_death_2" ], 1 );
|
||
|
break;
|
||
|
case "upperdeck_crawlers2":
|
||
|
self anim_generic_first_frame( self, "civilian_crawl_2" );
|
||
|
self force_crawling_death( self.angles[ 1 ], 5, level.scr_anim[ "crawl_death_2" ], 1 );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
self anim_generic_first_frame( self, "dying_crawl" );
|
||
|
self force_crawling_death( self.angles[ 1 ], 5, undefined, 1 );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( self.script_noteworthy == "upperdeck_crawlers_wait" )
|
||
|
{
|
||
|
self add_wait( ::waittill_entity_in_range, level.player, 550 );
|
||
|
level add_wait( ::_wait, 16 );
|
||
|
do_wait_any();
|
||
|
}
|
||
|
else
|
||
|
wait RandomFloat( 1.5 );
|
||
|
|
||
|
self DoDamage( 1, level.player.origin );
|
||
|
|
||
|
self.noragdoll = 1;
|
||
|
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
flag_wait( "stairs_upperdeck_civs_dead" );
|
||
|
|
||
|
//self.diequietly = false;
|
||
|
|
||
|
if ( IsDefined( self.script_parameters ) )
|
||
|
{
|
||
|
actor = level.team[ self.script_parameters ];
|
||
|
while ( Distance( self.origin, actor.origin ) > 250 )
|
||
|
wait .1;
|
||
|
self.script_delay = 1.5;
|
||
|
actor thread upperdeck_canned_deaths_execute( self, "down" );
|
||
|
|
||
|
wait .5;
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
wait 1.5;
|
||
|
MagicBullet( actor.weapon, actor GetTagOrigin( "tag_flash" ), self GetEye() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
upperdeck_initial_runners()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self upperdeck_runners_setup();
|
||
|
|
||
|
flag_wait( "stairs_top_open_fire" );
|
||
|
|
||
|
if ( !flag( "player_set_speed_stairs" ) )
|
||
|
{
|
||
|
flag_wait_or_timeout( "player_set_speed_stairs", 5 );
|
||
|
wait 1.5;
|
||
|
}
|
||
|
|
||
|
thread stairs_upperdeck_civs_dead();
|
||
|
flag_set( "upperdeck_flow1" );
|
||
|
upperdeck_runners_go();
|
||
|
}
|
||
|
|
||
|
stairs_upperdeck_civs_dead()
|
||
|
{
|
||
|
wait 6.5;
|
||
|
flag_wait( "stairs_cop_dead" );
|
||
|
flag_set( "stairs_upperdeck_civs_dead" );
|
||
|
}
|
||
|
|
||
|
upperdeck_runners3()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_wait( "massacre_rentacop_stop_dead" );
|
||
|
wait 2.0;
|
||
|
|
||
|
self.useChokePoints = false;
|
||
|
flag_set( "upperdeck_flow3" );
|
||
|
|
||
|
if ( !isdefined( level.upperdeck_flow3 ) )
|
||
|
{
|
||
|
level.upperdeck_flow3 = [];
|
||
|
level.upperdeck_flow3[ level.upperdeck_flow3.size ] = self;
|
||
|
wait .1;
|
||
|
thread running_civ_soundscape( level.upperdeck_flow3, "scn_airport_running_screams2" );
|
||
|
}
|
||
|
else
|
||
|
level.upperdeck_flow3[ level.upperdeck_flow3.size ] = self;
|
||
|
|
||
|
upperdeck_runners_go();
|
||
|
}
|
||
|
|
||
|
upperdeck_runners_more( _flag )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self upperdeck_runners_setup();
|
||
|
|
||
|
flag_set( _flag );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
upperdeck_runners_go();
|
||
|
}
|
||
|
|
||
|
upperdeck_runners_setup()
|
||
|
{
|
||
|
waittillframeend;// - > because civilian subclass script isn't finished running...which is weak - subclass scripts should run before any spawnfuncs do
|
||
|
self.allowdeath = true;
|
||
|
self.health = 1;
|
||
|
self.interval = 0;
|
||
|
self.disableBulletWhizbyReaction = true;
|
||
|
self.ignoreall = true;
|
||
|
self disable_surprise();
|
||
|
self set_generic_run_anim_array( "civ_run_array" );
|
||
|
self notify( "killanimscript" );
|
||
|
|
||
|
if ( IsSubStr( self.classname, "female" ) )
|
||
|
self.animname = "female_civ_" + RandomIntRange( 1, 2 );
|
||
|
else
|
||
|
self.animname = "male_civ_" + RandomIntRange( 1, 2 );
|
||
|
|
||
|
if ( self.script_animation == "airport_civ_cellphone_hide" )
|
||
|
self thread anim_generic_first_frame( self, self.script_animation );
|
||
|
else
|
||
|
self thread anim_generic_loop( self, self.script_animation );
|
||
|
}
|
||
|
|
||
|
upperdeck_runners_go()
|
||
|
{
|
||
|
self.health = 1;
|
||
|
|
||
|
if ( self.script_animation != "null" )
|
||
|
wait RandomFloat( 1 );
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
if ( self.script_animation == "airport_civ_cellphone_hide" )
|
||
|
self thread anim_generic_run( self, "crouch_2run_L" );
|
||
|
|
||
|
node = GetNode( "upperdeck_escape_node", "targetname" );
|
||
|
|
||
|
if ( IsDefined( self.target ) )
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
|
||
|
self follow_path( node );
|
||
|
|
||
|
wait RandomFloat( 1.5 );
|
||
|
|
||
|
self bodyshot( "killshot" );
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_setup( _flag )
|
||
|
{
|
||
|
if ( IsDefined( self.target ) )
|
||
|
{
|
||
|
mate = GetEnt( self.target, "targetname" );
|
||
|
mate thread upperdeck_canned_deaths_setup( _flag );
|
||
|
}
|
||
|
|
||
|
drone = undefined;
|
||
|
|
||
|
flag_wait( _flag );
|
||
|
|
||
|
if ( IsSpawner( self ) )
|
||
|
drone = spawn_ai( true );
|
||
|
else
|
||
|
{
|
||
|
name = undefined;
|
||
|
if ( IsSubStr( self.model, "female" ) )
|
||
|
name = "civilian_female_suit";
|
||
|
else
|
||
|
name = "civilian_male_suit";
|
||
|
|
||
|
spawner = GetEnt( name, "targetname" );
|
||
|
spawner.count = 1;
|
||
|
drone = dronespawn( spawner );
|
||
|
}
|
||
|
|
||
|
drone upperdeck_canned_deaths_grab_info( self );
|
||
|
|
||
|
drone thread upperdeck_canned_deaths();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_grab_info( node )
|
||
|
{
|
||
|
waittillframeend;
|
||
|
self.ignoreme = true;
|
||
|
self.allowdeath = true;
|
||
|
self.noragdoll = 1;
|
||
|
self.nocorpsedelete = 1;
|
||
|
self.dontdonotetracks = 1;
|
||
|
self.script_noteworthy = node.script_noteworthy;
|
||
|
self.radius = node.radius;
|
||
|
self.enode = node;
|
||
|
self.targetname = node.targetname + "_drone";
|
||
|
self.animname = "generic";
|
||
|
self.script_soundalias = node.script_soundalias;
|
||
|
self.script_linkto = node.script_linkto;
|
||
|
self.script_parameters = node.script_parameters;
|
||
|
self.health = 1;
|
||
|
|
||
|
if ( IsSentient( self ) )
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
else
|
||
|
self enable_ignorerandombulletdamage_drone();
|
||
|
|
||
|
if ( IsDefined( node.script_wait ) )
|
||
|
self.script_wait = node.script_wait;
|
||
|
else
|
||
|
self.script_wait = 0;
|
||
|
|
||
|
if ( IsDefined( node.target ) )
|
||
|
self.target = node.target + "_drone";
|
||
|
|
||
|
if ( IsDefined( node.script_delay ) )
|
||
|
self.script_delay = node.script_delay;
|
||
|
else
|
||
|
self.script_delay = GetAnimLength( getGenericAnim( node.animation ) ) - .5;
|
||
|
|
||
|
if ( IsDefined( node.script_flag_set ) )
|
||
|
{
|
||
|
self.script_flag_set = node.script_flag_set;
|
||
|
flag_init( self.script_flag_set );
|
||
|
|
||
|
self add_wait( ::waittill_msg, "death" );
|
||
|
add_func( ::flag_set, self.script_flag_set );
|
||
|
thread do_wait();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self thread upperdeck_canned_deaths_cleanup();
|
||
|
self thread do_lobby_player_fire();
|
||
|
|
||
|
waittillframeend;// - > some of the following functions require a partner which might not be initilized yet
|
||
|
|
||
|
switch( self.enode.animation )
|
||
|
{
|
||
|
case "airport_civ_dying_groupB_pull":
|
||
|
self upperdeck_canned_deaths_groupB_pull();
|
||
|
break;
|
||
|
case "airport_civ_dying_groupA_kneel":
|
||
|
self upperdeck_canned_deaths_groupA_kneel();
|
||
|
break;
|
||
|
case "airport_civ_cellphone_hide":
|
||
|
self upperdeck_canned_deaths_cellphone();
|
||
|
break;
|
||
|
case "airport_civ_pillar_exit":
|
||
|
self upperdeck_canned_deaths_pillar();
|
||
|
break;
|
||
|
case "dying_crawl_back":
|
||
|
self upperdeck_canned_deaths_dying_crawl_back();
|
||
|
break;
|
||
|
case "bleedout_crawlB":
|
||
|
self upperdeck_canned_deaths_dying_crawl_back();
|
||
|
break;
|
||
|
case "DC_Burning_bunker_stumble":
|
||
|
self upperdeck_canned_deaths_bunker_stumble();
|
||
|
break;
|
||
|
case "unarmed_cowercrouch_react_B":
|
||
|
self upperdeck_canned_deaths_cowercrouch();
|
||
|
break;
|
||
|
case "airport_civ_dying_groupA_lean":
|
||
|
if ( self.enode.targetname == "upperdeck_canned_deaths" )
|
||
|
self upperdeck_canned_deaths_groupA_lean();
|
||
|
break;
|
||
|
case "civilian_leaning_death":
|
||
|
self upperdeck_canned_deaths_leaning();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_groupB_pull()
|
||
|
{
|
||
|
mate = GetEnt( self.target, "targetname" );
|
||
|
self.deathanim = %airport_civ_dying_groupB_pull_death;
|
||
|
mate.deathanim = %airport_civ_dying_groupB_wounded_death;
|
||
|
|
||
|
//kill the mate if self dies
|
||
|
self add_wait( ::waittill_msg, "death" );
|
||
|
mate add_abort( ::waittill_msg, "death" );
|
||
|
mate add_func( ::_kill );
|
||
|
thread do_wait();
|
||
|
|
||
|
//kill self if mate dies
|
||
|
mate add_wait( ::waittill_msg, "death" );
|
||
|
self add_abort( ::waittill_msg, "death" );
|
||
|
self add_func( ::_kill );
|
||
|
thread do_wait();
|
||
|
|
||
|
self upperdeck_canned_deaths_group( mate );// , "down" );
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_groupA_kneel()
|
||
|
{
|
||
|
mate = GetEnt( self.target, "targetname" );
|
||
|
mate.skipDeathAnim = 1;
|
||
|
mate.noragdoll = 1;
|
||
|
self.deathanim = %coverstand_death_right;
|
||
|
|
||
|
self upperdeck_canned_deaths_group( mate );
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_cellphone()
|
||
|
{
|
||
|
self.deathanim = %airport_civ_cellphone_death;
|
||
|
|
||
|
self upperdeck_canned_deaths_single( "down" );
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_groupA_lean()
|
||
|
{
|
||
|
self.skipDeathAnim = 1;
|
||
|
self.noragdoll = 1;
|
||
|
|
||
|
self upperdeck_canned_deaths_player();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_leaning()
|
||
|
{
|
||
|
self.deathanim = %civilian_leaning_death_shot;
|
||
|
self.noragdoll = 1;
|
||
|
|
||
|
self upperdeck_canned_deaths_player();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_pillar()
|
||
|
{
|
||
|
self.deathanim = %airport_civ_pillar_exit_death;
|
||
|
|
||
|
self upperdeck_canned_deaths_single();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_dying_crawl_back()
|
||
|
{
|
||
|
self.deathanim = %dying_back_death_v1;
|
||
|
|
||
|
self upperdeck_canned_deaths_single( "down" );
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_bunker_stumble()
|
||
|
{
|
||
|
self.deathanim = %corner_standR_deathB;
|
||
|
|
||
|
self upperdeck_canned_deaths_single();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_cowercrouch()
|
||
|
{
|
||
|
self.deathanim = %exposed_death_blowback;
|
||
|
|
||
|
self upperdeck_canned_deaths_single();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_group( mate, type )
|
||
|
{
|
||
|
//set into first frame
|
||
|
self thread upperdeck_canned_deaths_first_frame();
|
||
|
mate upperdeck_canned_deaths_first_frame();
|
||
|
|
||
|
wait .05;// need to wait sometimes cause firstframe will be called after the wait function below returns( instant wait return )
|
||
|
|
||
|
//wait to animate
|
||
|
killers = self upperdeck_canned_deaths_wait_animate();
|
||
|
if ( killers.size )
|
||
|
array_thread( killers, ::upperdeck_canned_deaths_execute, self, type );
|
||
|
|
||
|
if ( IsSentient( self ) )
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
else
|
||
|
self disable_ignorerandombulletdamage_drone();
|
||
|
mate disable_ignorerandombulletdamage_drone();
|
||
|
|
||
|
//animate
|
||
|
if ( IsDefined( self.script_soundalias ) )
|
||
|
self delayThread( self.script_wait, ::play_sound_on_tag_endon_death, self.script_soundalias );
|
||
|
if ( mate.health > 0 )
|
||
|
{
|
||
|
if ( IsDefined( mate.script_soundalias ) )
|
||
|
mate delayThread( mate.script_wait, ::play_sound_on_tag_endon_death, mate.script_soundalias );
|
||
|
|
||
|
self.enode add_wait( ::anim_generic, mate, mate.enode.animation );
|
||
|
mate add_abort( ::waittill_msg, "death" );
|
||
|
mate add_func( ::_kill );
|
||
|
thread do_wait();
|
||
|
}
|
||
|
|
||
|
if ( self.enode.animation == "airport_civ_dying_groupA_kneel" )
|
||
|
self delayThread( 3.25, ::set_deathanim, "airport_civ_dying_groupA_kneel_death" );
|
||
|
self.enode anim_generic( self, self.enode.animation );
|
||
|
|
||
|
if ( IsSentient( self ) )
|
||
|
{
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self follow_path( GetNode( "upperdeck_escape_node", "targetname" ) );
|
||
|
}
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
set_skipdeathanim( value )
|
||
|
{
|
||
|
self.skipDeathAnim = value;
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_player()
|
||
|
{
|
||
|
//set into first frame
|
||
|
self upperdeck_canned_deaths_first_frame();
|
||
|
|
||
|
//wait to animate
|
||
|
self add_wait( ::upperdeck_canned_deaths_wait_player_close );
|
||
|
self add_wait( ::upperdeck_canned_deaths_wait_player_see );
|
||
|
do_wait_any();
|
||
|
|
||
|
//animate
|
||
|
self.enode anim_generic( self, self.enode.animation );
|
||
|
|
||
|
self.skipDeathAnim = 1;
|
||
|
self notify( "nocleanup" );
|
||
|
self Kill();
|
||
|
self.enode Delete();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_single( type )
|
||
|
{
|
||
|
//set into first frame
|
||
|
self upperdeck_canned_deaths_first_frame();
|
||
|
|
||
|
//wait to animate
|
||
|
killers = self upperdeck_canned_deaths_wait_animate();
|
||
|
if ( killers.size )
|
||
|
array_thread( killers, ::upperdeck_canned_deaths_execute, self, type );
|
||
|
|
||
|
if ( IsSentient( self ) )
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
else
|
||
|
self disable_ignorerandombulletdamage_drone();
|
||
|
|
||
|
//animate
|
||
|
if ( IsDefined( self.script_soundalias ) )
|
||
|
self delayThread( self.script_wait, ::play_sound_on_tag_endon_death, self.script_soundalias );
|
||
|
self.enode anim_generic( self, self.enode.animation );
|
||
|
|
||
|
if ( IsSentient( self ) )
|
||
|
{
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self follow_path( GetNode( "upperdeck_escape_node", "targetname" ) );
|
||
|
}
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_first_frame()
|
||
|
{
|
||
|
self.enode thread anim_generic( self, self.enode.animation );
|
||
|
wait .05;
|
||
|
self StopAnimScripted();
|
||
|
self.enode anim_generic_first_frame( self, self.enode.animation );
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_wait_animate()
|
||
|
{
|
||
|
actors = [];
|
||
|
array = StrTok( self.script_noteworthy, ", " );
|
||
|
foreach ( key, token in array )
|
||
|
{
|
||
|
if ( IsAlive( level.team[ token ] ) )
|
||
|
actors[ actors.size ] = level.team[ token ];
|
||
|
}
|
||
|
|
||
|
if ( !actors.size )
|
||
|
return actors;
|
||
|
|
||
|
flag_wait( "upperdeck_flow1" );
|
||
|
|
||
|
while ( actors.size )
|
||
|
{
|
||
|
//the first guy in the list or the only guy is what we test against
|
||
|
actor = actors[ 0 ];
|
||
|
if ( Distance( actor.origin, self.origin ) < self.radius )
|
||
|
return actors;
|
||
|
|
||
|
wait .1;
|
||
|
|
||
|
actors = array_removeDead( actors );
|
||
|
}
|
||
|
|
||
|
return actors;
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_wait_player_close()
|
||
|
{
|
||
|
level.player endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
if ( Distance( level.player.origin, self.origin ) < 600 )
|
||
|
return;
|
||
|
|
||
|
wait .1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_wait_player_see()
|
||
|
{
|
||
|
level.player endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill_player_lookat( undefined, .25, undefined, undefined, self );
|
||
|
|
||
|
if ( Distance( level.player.origin, self.origin ) < 800 )
|
||
|
return;
|
||
|
|
||
|
wait .1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_execute_wait( enemy )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
if ( flag( "massacre_rentacop_stop" ) )
|
||
|
return;
|
||
|
level endon( "massacre_rentacop_stop" );
|
||
|
|
||
|
flag_wait_or_timeout( "stairs_upperdeck_civs_dead", 2 );
|
||
|
|
||
|
origin = enemy.origin;
|
||
|
msg = "enemy at " + origin + "ready to execute";
|
||
|
aimtime = enemy.script_delay - 2;
|
||
|
if ( aimtime < 0 )
|
||
|
return;
|
||
|
|
||
|
self endon( msg );
|
||
|
self thread notify_delay( msg, aimtime );
|
||
|
|
||
|
while ( enemy.health > 0 )
|
||
|
{
|
||
|
if ( Distance( enemy.origin, self.origin ) < 200 )
|
||
|
return;
|
||
|
wait .1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_execute_fire( enemy )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
if ( flag( "massacre_rentacop_stop" ) )
|
||
|
return;
|
||
|
level endon( "massacre_rentacop_stop" );
|
||
|
|
||
|
self endon( "upperdeck_canned_deaths_execute_fire" );
|
||
|
|
||
|
targets = enemy get_linked_structs();
|
||
|
foreach ( obj in targets )
|
||
|
delayThread( RandomFloat( .25 ), ::_radiusdamage, obj.origin, 8, 1000, 1000 );
|
||
|
|
||
|
time = .1;
|
||
|
|
||
|
if ( self == level.team[ "shotgun" ] )
|
||
|
time = .25;
|
||
|
self fire_full_auto( time, "upperdeck_canned_deaths_execute_fire" );
|
||
|
}
|
||
|
|
||
|
fire_full_auto( interval, msg )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
self endon( msg );
|
||
|
|
||
|
fireAnim = self.combatStandAnims[ "fire" ];
|
||
|
self SetAnimKnobRestart( fireAnim, 1, .2, 1.0 );
|
||
|
|
||
|
self add_wait( ::waittill_msg, msg );
|
||
|
self add_call( ::clearanim, fireAnim, .2 );
|
||
|
self thread do_wait();
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self Shoot();
|
||
|
wait interval;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_execute( enemy, type )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if ( flag( "massacre_rentacop_stop" ) )
|
||
|
return;
|
||
|
level endon( "massacre_rentacop_stop" );
|
||
|
|
||
|
if ( enemy.health <= 0 )
|
||
|
return;
|
||
|
|
||
|
//set dont ever shoot at the right time if enemy is alive
|
||
|
self add_wait( ::_wait, enemy.script_delay );
|
||
|
enemy add_abort( ::waittill_msg, "death" );
|
||
|
self add_func( ::upperdeck_canned_deaths_execute_fire, enemy );
|
||
|
thread do_wait();
|
||
|
|
||
|
//wait to start aiming
|
||
|
self upperdeck_canned_deaths_execute_wait( enemy );
|
||
|
|
||
|
self maps\_casual_killer::set_casual_killer_run_n_gun( type );
|
||
|
self.dontEverShoot = true;
|
||
|
self disable_dynamic_run_speed();
|
||
|
self ent_flag_set( "aiming_at_civ" );
|
||
|
if ( IsDefined( enemy.script_flag_set ) )
|
||
|
flag_set( enemy.script_flag_set );
|
||
|
|
||
|
self.upperdeck_enemies++;
|
||
|
|
||
|
target = Spawn( "script_origin", enemy GetTagOrigin( "tag_eye" ) );
|
||
|
// target = Spawn( "script_model", enemy GetTagOrigin( "tag_eye" ) );
|
||
|
// target SetModel( "weapon_us_smoke_grenade" );
|
||
|
target.health = 100;
|
||
|
|
||
|
self thread upperdeck_canned_deaths_execute_fake_target( enemy, target );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
if ( IsDefined( enemy ) && IsDefined( enemy.health ) && enemy.health > 0 )
|
||
|
enemy waittill( "death" );
|
||
|
|
||
|
self.upperdeck_enemies--;
|
||
|
|
||
|
wait .25;
|
||
|
self notify( "upperdeck_canned_deaths_execute_fire" );
|
||
|
wait .25;
|
||
|
|
||
|
target Delete();
|
||
|
|
||
|
|
||
|
if ( self.upperdeck_enemies )
|
||
|
return;
|
||
|
|
||
|
self ClearEntityTarget();
|
||
|
|
||
|
self ent_flag_clear( "aiming_at_civ" );
|
||
|
self maps\_casual_killer::set_casual_killer_run_n_gun( "straight" );
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_execute_fake_target( enemy, target )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
enemy endon( "death" );
|
||
|
target endon( "death" );
|
||
|
|
||
|
self SetEntityTarget( target );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
start = self GetTagOrigin( "j_elbow_ri" );
|
||
|
end = enemy GetTagOrigin( "tag_eye" );
|
||
|
vec = VectorNormalize( end - start );
|
||
|
vec = vector_multiply( vec, 80 );
|
||
|
|
||
|
origin = ( start + vec );
|
||
|
//target MoveTo( origin, .1 );
|
||
|
target.origin = origin;
|
||
|
|
||
|
wait .05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
upperdeck_canned_deaths_cleanup()
|
||
|
{
|
||
|
self endon( "nocleanup" );
|
||
|
|
||
|
node = self.enode;
|
||
|
self waittill( "death" );
|
||
|
if ( IsDefined( self ) )// check for deletion not death
|
||
|
{
|
||
|
self bodyshot( "killshot" );
|
||
|
self PlaySound( "generic_death_russian_" + RandomIntRange( 1, 8 ) );
|
||
|
}
|
||
|
|
||
|
node Delete();
|
||
|
}
|
||
|
|
||
|
upperdeck_fakesound()
|
||
|
{
|
||
|
self waittill( "trigger" );
|
||
|
|
||
|
node = GetEnt( self.target, "targetname" );
|
||
|
|
||
|
forward = AnglesToForward( node.angles );
|
||
|
end = node.origin + vector_multiply( forward, 512 );
|
||
|
time = 8;
|
||
|
|
||
|
node PlaySound( self.script_soundalias );
|
||
|
node MoveTo( end, time );
|
||
|
|
||
|
wait time;
|
||
|
node Delete();
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* MASSACRE */
|
||
|
/************************************************************************************************************/
|
||
|
massacre_rentacop_stop()
|
||
|
{
|
||
|
flag_set( "massacre_rentacop_stop" );
|
||
|
|
||
|
self add_wait( ::waittill_msg, "death" );
|
||
|
self add_func( ::flag_set, "massacre_rentacop_stop_dead" );
|
||
|
thread do_wait();
|
||
|
|
||
|
self delayThread( .25, ::set_ignoreme, false );
|
||
|
array_thread( level.team, ::enable_dontevershoot );
|
||
|
|
||
|
foreach ( member in level.team )
|
||
|
{
|
||
|
level add_wait( ::_wait, 1.5 );
|
||
|
member add_func( ::disable_dontevershoot );
|
||
|
self add_abort( ::waittill_msg, "death" );
|
||
|
thread do_wait();
|
||
|
}
|
||
|
|
||
|
self cop_function();
|
||
|
}
|
||
|
|
||
|
cop_function( _flag, time )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.allowdeath = true;
|
||
|
self.health = 1;
|
||
|
self.noragdoll = 1;
|
||
|
self.ignoreme = true;
|
||
|
self gun_remove();
|
||
|
animscripts\shared::placeWeaponOn( self.sidearm, "right" );
|
||
|
|
||
|
if ( IsDefined( _flag ) || IsDefined( time ) )
|
||
|
{
|
||
|
self anim_generic_first_frame( self, self.animation );
|
||
|
if ( IsDefined( _flag ) )
|
||
|
flag_wait( _flag );
|
||
|
if ( IsDefined( time ) )
|
||
|
wait time;
|
||
|
}
|
||
|
if ( self.animation == "airport_security_guard_pillar_react_L" )
|
||
|
self.deathanim = %airport_security_guard_pillar_death_L;
|
||
|
else
|
||
|
self.deathanim = %airport_security_guard_pillar_death_R;
|
||
|
|
||
|
self thread play_sound_on_tag_endon_death( "airport_rac_freeze" );
|
||
|
self anim_generic( self, self.animation );
|
||
|
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
massacre_rentacop_rush_main()
|
||
|
{
|
||
|
flag_wait( "massacre_rentacop_rush" );
|
||
|
|
||
|
node = getstruct( level.massacre_rush[ "cop" ].target, "targetname" );
|
||
|
|
||
|
level.massacre_rush[ "cop" ] gun_remove();
|
||
|
level.massacre_rush[ "cop" ] animscripts\shared::placeWeaponOn( level.massacre_rush[ "cop" ].sidearm, "right" );
|
||
|
level.massacre_rush[ "cop" ] delayThread( .5, ::set_ignoreme, false );
|
||
|
level.massacre_rush[ "fem" ] delayThread( .5, ::play_sound_on_tag_endon_death, "airport_rfc1_scream4" );
|
||
|
|
||
|
wait .1;
|
||
|
|
||
|
node thread massacre_rentacop_rush_animate( level.massacre_rush[ "cop" ], "airport_security_civ_rush_guard" );
|
||
|
node thread massacre_rentacop_rush_animate( level.massacre_rush[ "male1" ], "airport_security_civ_rush_civA" );
|
||
|
node thread massacre_rentacop_rush_animate( level.massacre_rush[ "male2" ], "airport_security_civ_rush_civC" );
|
||
|
node thread massacre_rentacop_rush_animate( level.massacre_rush[ "fem" ], "airport_security_civ_rush_civB" );
|
||
|
}
|
||
|
|
||
|
massacre_rentacop_rush_animate( guy, anime )
|
||
|
{
|
||
|
guy endon( "death" );
|
||
|
guy notify( "stop_loop" );
|
||
|
guy StopAnimScripted();
|
||
|
wait .2;
|
||
|
self anim_generic( guy, anime );
|
||
|
|
||
|
switch( guy.script_noteworthy )
|
||
|
{
|
||
|
case "cop":
|
||
|
guy.noragdoll = 1;
|
||
|
guy.deathanim = %pistol_death_2;
|
||
|
guy bodyshot( "headshot" );
|
||
|
guy Kill();
|
||
|
break;
|
||
|
case "fem":
|
||
|
guy.deathanim = %run_death_roll;// exposed_death_falltoknees run_death_roll corner_standR_deathB
|
||
|
guy bodyshot( "killshot" );
|
||
|
guy Kill();
|
||
|
break;
|
||
|
default:
|
||
|
guy SetGoalNode( GetNode( "upperdeck_escape_node", "targetname" ) );
|
||
|
guy.goalradius = 100;
|
||
|
guy waittill( "goal" );
|
||
|
guy bodyshot( "killshot" );
|
||
|
guy Kill();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
massacre_rentacop_rush_guy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
waittillframeend;// default civilian nonsense
|
||
|
|
||
|
self.allowdeath = true;
|
||
|
self.ignoreme = true;
|
||
|
self.health = 1;
|
||
|
|
||
|
if ( !isdefined( level.massacre_rush ) )
|
||
|
level.massacre_rush = [];
|
||
|
level.massacre_rush[ self.script_noteworthy ] = self;
|
||
|
|
||
|
if ( level.massacre_rush.size == 4 )
|
||
|
flag_set( "massacre_rentacop_rush" );
|
||
|
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "cop":
|
||
|
node anim_generic_first_frame( self, "airport_security_civ_rush_guard" );
|
||
|
break;
|
||
|
case "male1":
|
||
|
temp = SpawnStruct();
|
||
|
temp.origin = GetStartOrigin( node.origin, node.angles, getanim_generic( "airport_security_civ_rush_civA" ) );
|
||
|
temp.angles = GetStartAngles( node.origin, node.angles, getanim_generic( "airport_security_civ_rush_civA" ) );
|
||
|
temp thread anim_generic_loop( self, "CornerCrR_alert_idle" );
|
||
|
break;
|
||
|
case "fem":
|
||
|
temp = SpawnStruct();
|
||
|
temp.origin = GetStartOrigin( node.origin, node.angles, getanim_generic( "airport_security_civ_rush_civB" ) );
|
||
|
temp.angles = GetStartAngles( node.origin, node.angles, getanim_generic( "airport_security_civ_rush_civB" ) );
|
||
|
temp thread anim_generic_loop( self, "CornerCrR_alert_idle" );
|
||
|
break;
|
||
|
case "male2":
|
||
|
temp = SpawnStruct();
|
||
|
temp.origin = GetStartOrigin( node.origin, node.angles, getanim_generic( "airport_security_civ_rush_civC" ) );
|
||
|
temp.angles = GetStartAngles( node.origin, node.angles, getanim_generic( "airport_security_civ_rush_civC" ) );
|
||
|
temp thread anim_generic_loop( self, "CornerCrR_alert_idle" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
massacre_rentacop_runaway_guy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
waittillframeend;// default civilian nonsense
|
||
|
|
||
|
self.ignoreme = true;
|
||
|
self.health = 1;
|
||
|
self.allowdeath = 1;
|
||
|
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
temp = SpawnStruct();
|
||
|
temp.origin = GetStartOrigin( node.origin, node.angles, getanim_generic( "airport_security_guard_4" ) );
|
||
|
temp.angles = GetStartAngles( node.origin, node.angles, getanim_generic( "airport_security_guard_4" ) );
|
||
|
|
||
|
temp thread anim_generic_loop( self, "covercrouch_hide_idle" );
|
||
|
|
||
|
flag_wait( "massacre_rentacop_rush" );
|
||
|
|
||
|
wait 6;
|
||
|
|
||
|
temp notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self.deathanim = %airport_security_guard_4_reaction;
|
||
|
self.noragdoll = 1;
|
||
|
self.ignoreme = false;
|
||
|
self.oldprimary = self.primaryweapon;
|
||
|
self forceUseWeapon( self.sidearm, "primary" );
|
||
|
|
||
|
flag_set( "massacre_rentacop_runaway_go" );
|
||
|
node anim_generic( self, "airport_security_guard_4" );
|
||
|
self forceUseWeapon( self.oldprimary, "primary" );
|
||
|
}
|
||
|
|
||
|
massacre_rentacop_row1_fighter()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
waittillframeend;// default civilian nonsense
|
||
|
|
||
|
self.ignoreme = true;
|
||
|
self.health = 1;
|
||
|
self.allowdeath = 1;
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.pathrandompercent = 0;
|
||
|
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
self thread anim_generic_loop( self, "CornerCrL_alert_idle" );
|
||
|
|
||
|
flag_wait( "massacre_rentacop_rush" );
|
||
|
|
||
|
wait 12;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.oldprimary = self.primaryweapon;
|
||
|
self forceUseWeapon( self.sidearm, "primary" );
|
||
|
|
||
|
flag_set( "massacre_rentacop_row1_fighter_go" );
|
||
|
node thread anim_generic( self, "airport_security_guard_4" );
|
||
|
|
||
|
node add_wait( ::waittill_msg, "airport_security_guard_4" );
|
||
|
self add_abort( ::waittill_msg, "death" );
|
||
|
level.makarov add_abort( ::waittill_msg, "m79_shot" );
|
||
|
self add_func( ::forceuseweapon, self.oldprimary, "primary" );
|
||
|
thread do_wait();
|
||
|
|
||
|
level.makarov waittill( "m79_shot2" );
|
||
|
|
||
|
// deathanim = "death_explosion_run_L_v1";
|
||
|
// if( cointoss() )
|
||
|
deathanim = "death_explosion_run_L_v2";
|
||
|
|
||
|
node = SpawnStruct();
|
||
|
node.angles = self.angles + ( 0, 0, 15 );
|
||
|
node.origin = self.origin;
|
||
|
self thread grenade_death_scripted( node, deathanim, .6 );
|
||
|
}
|
||
|
|
||
|
massacre_rentacop_row1_runner()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
waittillframeend;// default civilian nonsense
|
||
|
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.ignoreme = true;
|
||
|
self.health = 1;
|
||
|
self.allowdeath = 1;
|
||
|
self.pathrandompercent = 0;
|
||
|
|
||
|
//node = getstruct( self.target, "targetname" );
|
||
|
node = getstruct( "massacre_rentacop_row1_defender_node", "targetname" );
|
||
|
self thread anim_generic_loop( self, "CornerCrR_alert_idle" );
|
||
|
|
||
|
flag_wait( "massacre_rentacop_rush" );
|
||
|
|
||
|
wait 8;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.oldprimary = self.primaryweapon;
|
||
|
self forceUseWeapon( self.sidearm, "primary" );
|
||
|
|
||
|
flag_set( "massacre_rentacop_row1_runner_go" );
|
||
|
//node thread anim_generic( self, "airport_security_guard_4" );
|
||
|
node thread anim_generic( self, "react_stand_2_run_180" );
|
||
|
|
||
|
node add_wait( ::waittill_msg, "react_stand_2_run_180" );
|
||
|
self add_abort( ::waittill_msg, "death" );
|
||
|
level.makarov add_abort( ::waittill_msg, "m79_shot" );
|
||
|
self add_func( ::forceuseweapon, self.oldprimary, "primary" );
|
||
|
thread do_wait();
|
||
|
|
||
|
level.makarov waittill( "m79_shot" );
|
||
|
|
||
|
deathanim = "death_explosion_run_R_v1";
|
||
|
if ( cointoss() )
|
||
|
deathanim = "death_explosion_run_R_v2";
|
||
|
|
||
|
node = SpawnStruct();
|
||
|
node.angles = self.angles + ( 0, 0, -20 );
|
||
|
node.origin = self.origin;
|
||
|
self thread grenade_death_scripted( node, deathanim );
|
||
|
}
|
||
|
|
||
|
massacre_rentacop_row1_defender()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
waittillframeend;// default civilian nonsense
|
||
|
|
||
|
self.ignoreme = true;
|
||
|
self.health = 1;
|
||
|
self.allowdeath = 1;
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.pathrandompercent = 0;
|
||
|
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
self SetGoalNode( node );
|
||
|
self.goalradius = 16;
|
||
|
|
||
|
node thread anim_generic_loop( self, self.animation );
|
||
|
|
||
|
flag_wait( "massacre_rentacop_rush" );
|
||
|
|
||
|
wait 9.5;
|
||
|
|
||
|
node notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.favoriteenemy = level.team[ "saw" ];
|
||
|
self.ignoreSuppression = 1;
|
||
|
self AllowedStances( "stand" );
|
||
|
self disable_surprise();
|
||
|
|
||
|
node = GetNode( node.target, "targetname" );
|
||
|
self SetGoalNode( node );
|
||
|
|
||
|
wait 1;
|
||
|
self AllowedStances( "stand", "crouch" );
|
||
|
|
||
|
wait 1.5;
|
||
|
self.ignoreall = true;
|
||
|
|
||
|
level.makarov waittill( "m79_shot2" );
|
||
|
|
||
|
origin = getstruct( "massacre_m79_impact_2", "targetname" );
|
||
|
if ( DistanceSquared( self.origin, origin.origin ) > squared( 100 ) )
|
||
|
return;
|
||
|
|
||
|
deathanim = "death_explosion_run_B_v1";
|
||
|
if ( cointoss() )
|
||
|
deathanim = "death_explosion_run_B_v2";
|
||
|
|
||
|
node = SpawnStruct();
|
||
|
node.angles = VectorToAngles( origin.origin - self.origin ) + ( 5, 0, 0 );
|
||
|
node.origin = self.origin;
|
||
|
self thread grenade_death_scripted( node, deathanim, GetAnimLength( level.scr_anim[ "generic" ][ deathanim ] ) - .75 );
|
||
|
}
|
||
|
|
||
|
massacre_rentacops_rambo()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self add_wait( ::waittill_msg, "death" );
|
||
|
self add_func( ::flag_set, "massacre_rentacop_rambo_dead" );
|
||
|
self thread do_wait();
|
||
|
self.pathrandompercent = 0;
|
||
|
|
||
|
self.allowdeath = true;
|
||
|
self.ignoreme = true;
|
||
|
self.health = 1;
|
||
|
|
||
|
// self thread play_sound_on_tag_endon_death( "airport_rac_freeze" );
|
||
|
anime = undefined;
|
||
|
|
||
|
if ( cointoss() )
|
||
|
anime = "corner_standL_rambo_jam";
|
||
|
else
|
||
|
anime = "corner_standL_rambo_set";
|
||
|
|
||
|
self thread anim_generic( self, anime );
|
||
|
|
||
|
wait 2;
|
||
|
flag_set( "massacre_rentacop_rambo" );
|
||
|
self.goalradius = 80;
|
||
|
self.ignoreme = false;
|
||
|
}
|
||
|
|
||
|
massacre_rentacops_rear()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "long_death" );
|
||
|
|
||
|
//self.health = 1;
|
||
|
self.goalradius = 8;
|
||
|
self.accuracy = 1;
|
||
|
self.baseaccuracy = 1;
|
||
|
self.ignoreme = true;
|
||
|
self.ignoreall = true;
|
||
|
self.noGrenadeReturnThrow = true;
|
||
|
self.allowdeath = true;
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.noreload = true;
|
||
|
self AllowedStances( "crouch" );
|
||
|
self.pathrandompercent = 0;
|
||
|
|
||
|
wait 1;
|
||
|
self thread anim_generic_loop( self, "covercrouch_hide_idle" );
|
||
|
|
||
|
if ( self.script_parameters == "center" )
|
||
|
{
|
||
|
self add_wait( ::flag_wait, "massacre_rentacop_stop" );
|
||
|
self add_abort( ::waittill_msg, "death" );
|
||
|
self add_func( ::delaythread, 5.5, ::play_sound_on_tag_endon_death, "airport_rac_handsup" );
|
||
|
self thread do_wait();
|
||
|
}
|
||
|
|
||
|
flag_wait( "massacre_nadethrow" );
|
||
|
|
||
|
if ( self.script_parameters != "center" )
|
||
|
{
|
||
|
self.ignoreall = false;
|
||
|
self AllowedStances( "stand" );
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.baseaccuracy = self.baseaccuracy * .3;
|
||
|
self.accuracy = self.accuracy * .3;
|
||
|
}
|
||
|
wait 1;
|
||
|
|
||
|
self thread notify_delay( "switch_to_nade_death", ( level.nadethrow_mak_time - .05 ) );
|
||
|
wait RandomFloatRange( 1, 1.5 );
|
||
|
|
||
|
if ( self.script_parameters == "center" )
|
||
|
{
|
||
|
self.ignoreall = false;
|
||
|
self AllowedStances( "stand" );
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.baseaccuracy = self.baseaccuracy * .3;
|
||
|
self.accuracy = self.accuracy * .3;
|
||
|
}
|
||
|
|
||
|
anime = undefined;
|
||
|
deathanim = undefined;
|
||
|
angle = 0;
|
||
|
angle2 = 0;
|
||
|
angle0 = 0;
|
||
|
|
||
|
switch( self.script_parameters )
|
||
|
{
|
||
|
case "center":
|
||
|
anime = "exposed_backpedal";
|
||
|
deathanim = "death_explosion_stand_B_v1";
|
||
|
angle0 = 5;
|
||
|
angle = 285;
|
||
|
angle2 = 0;
|
||
|
break;
|
||
|
|
||
|
case "right":
|
||
|
anime = "react_stand_2_run_180";
|
||
|
deathanim = "death_explosion_stand_R_v1";
|
||
|
angle = 290;
|
||
|
angle2 = -10;
|
||
|
break;
|
||
|
|
||
|
case "left":
|
||
|
anime = "walk_backward";
|
||
|
deathanim = "death_explosion_stand_L_v3";
|
||
|
angle = 260;
|
||
|
angle2 = 10;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
node = Spawn( "script_origin", self.origin );
|
||
|
node.angles = ( 0, angle, 0 );
|
||
|
|
||
|
node thread anim_generic( self, anime );
|
||
|
|
||
|
self waittill( "switch_to_nade_death" );
|
||
|
|
||
|
node.angles = ( angle0, angle, angle2 );
|
||
|
|
||
|
if ( self.script_parameters == "center" )
|
||
|
{
|
||
|
time = GetAnimLength( getGenericAnim( deathanim ) ) - .2;
|
||
|
dettime = time - .4;
|
||
|
time -= .45;
|
||
|
ent = getstruct( "massacre_glass_shatter", "targetname" );
|
||
|
|
||
|
level thread delayThread( dettime, ::_radiusdamage, ent.origin, 32, 2000, 2000 );
|
||
|
self thread grenade_death_scripted( node, deathanim, time );
|
||
|
}
|
||
|
else
|
||
|
self thread grenade_death_scripted( node, deathanim );
|
||
|
}
|
||
|
|
||
|
grenade_death_scripted( node, deathanim, ragtime )
|
||
|
{
|
||
|
self.maxhealth = 100000;
|
||
|
self.health = 100000;
|
||
|
|
||
|
self.allowdeath = false;
|
||
|
self.skipdeathanim = 1;
|
||
|
self.noragdoll = 1;
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
node.origin = self.origin;
|
||
|
node thread anim_generic( self, deathanim );
|
||
|
|
||
|
self animscripts\shared::DropAllAIWeapons();
|
||
|
self delayThread( .05, ::_kill );
|
||
|
|
||
|
if ( !isdefined( ragtime ) )
|
||
|
ragtime = GetAnimLength( getGenericAnim( deathanim ) ) - .2;
|
||
|
wait ragtime;
|
||
|
self StartRagdoll();
|
||
|
}
|
||
|
|
||
|
massacre_rentacops_blindfire()
|
||
|
{
|
||
|
self endon( "stop_blindfire" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
wait RandomFloatRange( 1.5, 3 );
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
//self thread spray_and_pray( 0, undefined, cointoss(), 75, 20 );
|
||
|
|
||
|
self anim_generic( self, "covercrouch_blindfire_1" );
|
||
|
|
||
|
self thread anim_generic_loop( self, "covercrouch_hide_idle" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
massacre_rentacops_stairs()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.noGrenadeReturnThrow = true;
|
||
|
self.grenadeawareness = 0;
|
||
|
self SetGoalPos( self.origin );
|
||
|
self.goalradius = 16;
|
||
|
self.ignoreme = true;
|
||
|
self.ignoreall = true;
|
||
|
self.ignoreSuppression = 1;
|
||
|
self disable_surprise();
|
||
|
self.disableBulletWhizbyReaction = true;
|
||
|
self.allowdeath = true;
|
||
|
self.interval = 0;
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "1":
|
||
|
self massacre_rentacops_elevator_1();
|
||
|
break;
|
||
|
case "2":
|
||
|
self massacre_rentacops_elevator_2();
|
||
|
break;
|
||
|
case "3":
|
||
|
self massacre_rentacops_elevator_3();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
massacre_rentacops_elevator_1()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self thread anim_generic_loop( self, "corner_standL_alert_idle" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_down" );
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self SetGoalNode( node );
|
||
|
self waittill( "goal" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_up" );
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
self LinkTo( level.massacre_elevator.e[ "housing" ][ "mainframe" ][ 0 ] );
|
||
|
|
||
|
flag_wait( "massacre_elevator_at_top" );
|
||
|
self.goalradius = 100;
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
self Unlink();
|
||
|
|
||
|
node = getstruct( "massacre_elevator_jump_node", "targetname" );
|
||
|
node.angles = ( 0, 90, 0 );
|
||
|
|
||
|
self.oldcontents = self SetContents( 0 );
|
||
|
|
||
|
node anim_generic_reach( self, "corner_standL_alert_idle_reach" );
|
||
|
node thread anim_generic_loop( self, "corner_standL_alert_idle" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_grenade_throw" );
|
||
|
|
||
|
node.angles = ( 0, 0, 0 );
|
||
|
|
||
|
self SetContents( self.oldcontents );
|
||
|
self.allowdeath = true;
|
||
|
node notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self PlaySound( "airport_rmc2_scream1" );
|
||
|
node thread anim_generic( self, "corner_standL_explosion_B" );
|
||
|
|
||
|
wait 1;
|
||
|
self.a.pose = "prone";
|
||
|
|
||
|
flag_wait( "massacre_elevator_grenade_exp" );
|
||
|
wait 1;
|
||
|
|
||
|
self.noGrenadeReturnThrow = false;
|
||
|
self.grenadeawareness = 1;
|
||
|
self.ignoreme = false;
|
||
|
self.ignoreall = false;
|
||
|
self.goalradius = 512;
|
||
|
level.makarov.ignoreall = false;
|
||
|
level.team[ "shotgun" ].ignoreall = false;
|
||
|
level.makarov.ignoreme = false;
|
||
|
level.team[ "shotgun" ].ignoreme = false;
|
||
|
}
|
||
|
|
||
|
massacre_rentacops_elevator_2()
|
||
|
{
|
||
|
self AllowedStances( "stand" );
|
||
|
|
||
|
self thread anim_generic_loop( self, "corner_standR_alert_idle" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_down" );
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self SetGoalNode( node );
|
||
|
self waittill( "goal" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_up" );
|
||
|
|
||
|
self.ignoreall = false;
|
||
|
self.goalradius = 32;
|
||
|
|
||
|
self LinkTo( level.massacre_elevator.e[ "housing" ][ "mainframe" ][ 0 ] );
|
||
|
|
||
|
self thread anim_generic_loop( self, "corner_standL_alert_idle" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_grenade_throw" );
|
||
|
|
||
|
self Unlink();
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
node = SpawnStruct();
|
||
|
node.origin = self.origin;
|
||
|
node.angles = ( 0, 100, 0 );
|
||
|
|
||
|
self gun_remove();
|
||
|
|
||
|
node thread anim_generic( self, "unarmed_cowerstand_react" );
|
||
|
self PlaySound( "airport_rmc2_scream3" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_grenade_exp" );
|
||
|
|
||
|
node.origin = self.origin;
|
||
|
|
||
|
self thread grenade_death_scripted( node, "death_explosion_stand_B_v1", GetAnimLength( getGenericAnim( "death_explosion_stand_B_v1" ) ) - .5 );
|
||
|
PlayFXOnTag( getfx( "glass_dust_trail" ), self, "J_SpineLower" );
|
||
|
}
|
||
|
|
||
|
massacre_rentacops_elevator_3()
|
||
|
{
|
||
|
self AllowedStances( "stand" );
|
||
|
|
||
|
self thread anim_generic_loop( self, "corner_standL_alert_idle" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_down" );
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self SetGoalNode( node );
|
||
|
self waittill( "goal" );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
flag_set( "massacre_elevator_guys_ready" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_up" );
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
self LinkTo( level.massacre_elevator.e[ "housing" ][ "mainframe" ][ 0 ] );
|
||
|
|
||
|
self thread anim_generic_loop( self, "corner_standR_alert_idle" );
|
||
|
flag_wait( "massacre_elevator_at_top" );
|
||
|
|
||
|
self.goalradius = 100;
|
||
|
self SetGoalPos( self.origin );
|
||
|
self Unlink();
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
flag_wait( "massacre_elevator_grenade_throw" );
|
||
|
|
||
|
node = SpawnStruct();
|
||
|
node.origin = self.origin;
|
||
|
node.angles = ( 0, 90, 0 );
|
||
|
|
||
|
node thread anim_generic( self, "exposed_backpedal" );
|
||
|
|
||
|
wait 1.35;
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
self thread anim_generic( self, "stand_2_run_F_2" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_grenade_exp" );
|
||
|
|
||
|
node.origin = self.origin;
|
||
|
|
||
|
if ( !isalive( self ) )
|
||
|
return;
|
||
|
|
||
|
self set_allowdeath( false );
|
||
|
self.noragdoll = true;
|
||
|
self StopAnimScripted();
|
||
|
self thread anim_generic( self, "exposed_death_blowback" );
|
||
|
|
||
|
wait 1.55;
|
||
|
|
||
|
if ( !isalive( self ) )
|
||
|
return;
|
||
|
|
||
|
self StartRagdoll();
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
massacre_elevator()
|
||
|
{
|
||
|
elevator = massacre_elevator_get();
|
||
|
level.massacre_elevator = elevator;
|
||
|
|
||
|
flag_wait( "massacre_elevator_start" );
|
||
|
|
||
|
elevator common_scripts\_elevator::call_elevator( 0 );
|
||
|
elevator waittill( "elevator_moved" );
|
||
|
|
||
|
left_door = elevator common_scripts\_elevator::get_outer_leftdoor( 0 );
|
||
|
right_door = elevator common_scripts\_elevator::get_outer_rightdoor( 0 );
|
||
|
left_door ConnectPaths();
|
||
|
right_door ConnectPaths();
|
||
|
flag_set( "massacre_elevator_down" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_guys_ready" );
|
||
|
flag_wait( "massacre_eleveator_should_come_up" );
|
||
|
elevator common_scripts\_elevator::call_elevator( 1 );
|
||
|
elevator waittill( "closed_inner_doors" );
|
||
|
flag_set( "massacre_elevator_up" );
|
||
|
thread flag_set_delayed( "massacre_elevator_prepare_nade", 2.5 );
|
||
|
elevator waittill( "elevator_moved" );
|
||
|
|
||
|
left_door = elevator common_scripts\_elevator::get_outer_leftdoor( 1 );
|
||
|
right_door = elevator common_scripts\_elevator::get_outer_rightdoor( 1 );
|
||
|
left_door ConnectPaths();
|
||
|
right_door ConnectPaths();
|
||
|
flag_set( "massacre_elevator_at_top" );
|
||
|
|
||
|
flag_wait( "massacre_elevator_grenade_exp" );
|
||
|
elevator.e[ "housing" ][ "mainframe" ][ 0 ] PlaySound( "elevator_shake_groan" );
|
||
|
|
||
|
wait .05;
|
||
|
//array_thread( level.players, ::playLocalSoundWrapper, "_juggernaut_attack" );
|
||
|
exploder( 1 );
|
||
|
struct = getstruct( "elevator_pick", "targetname" );
|
||
|
array = GetEntArray( "elevator_casing_glass", "targetname" );
|
||
|
glass = getClosest( struct.origin, array );
|
||
|
glass Delete();
|
||
|
array = GetEntArray( "elevator_housing_glass", "script_noteworthy" );
|
||
|
glass = getClosest( struct.origin, array );
|
||
|
glass Delete();
|
||
|
|
||
|
wait .5;
|
||
|
//elevator.e[ "housing" ][ "mainframe" ][ 0 ] PlaySound( "elavator_rumble" );
|
||
|
|
||
|
velF = ( 0, 0, 1000 );
|
||
|
velR = ( 0, 0, -1000 );
|
||
|
|
||
|
elevator delayThread( .95, ::elevator_animated_down_fast, elevator.cable, elevator.e[ "housing" ][ "mainframe" ][ 0 ], 1.05, velF, velR );
|
||
|
wait 1;
|
||
|
|
||
|
left_door = elevator common_scripts\_elevator::get_outer_leftdoor( 0 );
|
||
|
right_door = elevator common_scripts\_elevator::get_outer_rightdoor( 0 );
|
||
|
|
||
|
level.elevators = array_remove( level.elevators, elevator );
|
||
|
|
||
|
delayThread( .1, ::massacre_set_elevator_const, 80 );
|
||
|
delayThread( .6, ::massacre_set_elevator_const, 70 );
|
||
|
delayThread( .75, ::massacre_set_elevator_const, 60 );
|
||
|
|
||
|
elevator.e[ "housing" ][ "inside_trigger" ] Delete();
|
||
|
elevator.e[ "housing" ][ "mainframe" ][ 0 ] MoveGravity( ( 0, 0, 0 ), 1 );
|
||
|
|
||
|
wait 1;
|
||
|
elevator.e[ "housing" ][ "mainframe" ][ 0 ] PlaySound( "elevator_crash" );
|
||
|
exploder( 2 );
|
||
|
//temp
|
||
|
left_door Delete();
|
||
|
right_door Delete();
|
||
|
wait .5;
|
||
|
elevator notify( "elevator_moved" );
|
||
|
|
||
|
level.ELEV_CABLE_HEIGHT = CONST_ELEV_CABLE_HEIGHT;
|
||
|
}
|
||
|
|
||
|
massacre_set_elevator_const( const )
|
||
|
{
|
||
|
level.ELEV_CABLE_HEIGHT = const;
|
||
|
}
|
||
|
|
||
|
massacre_elevator_get()
|
||
|
{
|
||
|
struct = getstruct( "elevator_pick", "targetname" );
|
||
|
|
||
|
elevator = level.elevators[ 0 ];
|
||
|
dist = Distance( elevator.e[ "housing" ][ "mainframe" ][ 0 ] GetOrigin(), struct.origin );
|
||
|
|
||
|
foreach ( obj in level.elevators )
|
||
|
{
|
||
|
newdist = Distance( obj.e[ "housing" ][ "mainframe" ][ 0 ] GetOrigin(), struct.origin );
|
||
|
if ( newdist < dist )
|
||
|
{
|
||
|
elevator = obj;
|
||
|
dist = newdist;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return elevator;
|
||
|
}
|
||
|
|
||
|
massacre_runners1()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
self.allowdeath = 1;
|
||
|
self thread anim_generic_loop( self, self.animation );
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
|
||
|
flag_wait( "massacre_rentacop_rush" );
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
self.useChokePoints = false;
|
||
|
|
||
|
if ( !isdefined( level.massacre_runners1 ) )
|
||
|
{
|
||
|
level.massacre_runners1 = [];
|
||
|
level.massacre_runners1[ level.massacre_runners1.size ] = self;
|
||
|
wait .1;
|
||
|
thread running_civ_soundscape( level.massacre_runners1, "scn_airport_running_screams3" );
|
||
|
}
|
||
|
else
|
||
|
level.massacre_runners1[ level.massacre_runners1.size ] = self;
|
||
|
|
||
|
thread massacre_runners_m79_death();
|
||
|
|
||
|
if ( IsDefined( self.target ) )
|
||
|
{
|
||
|
if ( self.target == "massacre_civ_runner_node" )
|
||
|
{
|
||
|
self thread anim_generic_loop( self, self.animation );
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
node anim_generic( self, "civilian_run_hunched_flinch" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self follow_path( node );
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
}
|
||
|
}
|
||
|
self.target = undefined;
|
||
|
upperdeck_runners_go();
|
||
|
}
|
||
|
|
||
|
massacre_runners2( scream )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
self.allowdeath = 1;
|
||
|
self thread anim_generic_loop( self, self.animation );
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
|
||
|
if ( !isdefined( level.massacre_runners2 ) )
|
||
|
{
|
||
|
level.massacre_runners2 = [];
|
||
|
level.massacre_runners2[ level.massacre_runners2.size ] = self;
|
||
|
wait .1;
|
||
|
thread running_civ_soundscape( level.massacre_runners2, scream );
|
||
|
wait .05;
|
||
|
level.massacre_runners2 = undefined;
|
||
|
}
|
||
|
else
|
||
|
level.massacre_runners2[ level.massacre_runners2.size ] = self;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
self.useChokePoints = false;
|
||
|
|
||
|
if ( IsDefined( self.target ) )
|
||
|
{
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
self follow_path( node );
|
||
|
}
|
||
|
self.target = undefined;
|
||
|
upperdeck_runners_go();
|
||
|
}
|
||
|
|
||
|
massacre_runners_m79_death()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
level.makarov waittill( "m79_shot2" );
|
||
|
|
||
|
origin = getstruct( "massacre_m79_impact_2", "targetname" );
|
||
|
if ( DistanceSquared( self.origin, origin.origin ) > squared( 100 ) )
|
||
|
return;
|
||
|
|
||
|
deathanim = undefined;
|
||
|
vec = origin.origin - self.origin;
|
||
|
dot = VectorDot( vec, AnglesToForward( self.angles ) );
|
||
|
dot2 = VectorDot( vec, AnglesToRight( self.angles ) );
|
||
|
angles = ( 0, 0, 0 );
|
||
|
//in front
|
||
|
if ( dot > .5 )
|
||
|
{
|
||
|
deathanim = "death_explosion_run_B_v1";
|
||
|
if ( cointoss() )
|
||
|
deathanim = "death_explosion_run_B_v2";
|
||
|
|
||
|
angles = ( 10, 0, 0 );
|
||
|
}
|
||
|
//in back
|
||
|
else if ( dot < -.5 )
|
||
|
{
|
||
|
deathanim = "death_explosion_run_F_v1";
|
||
|
if ( cointoss() )
|
||
|
deathanim = "death_explosion_run_F_v2";
|
||
|
|
||
|
angles = ( -10, 0, 0 );
|
||
|
}
|
||
|
//to the right
|
||
|
else if ( dot2 > .6 )
|
||
|
{
|
||
|
deathanim = "death_explosion_run_L_v1";
|
||
|
if ( cointoss() )
|
||
|
deathanim = "death_explosion_run_L_v2";
|
||
|
|
||
|
angles = ( 0, 0, 10 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
deathanim = "death_explosion_run_R_v1";
|
||
|
if ( cointoss() )
|
||
|
deathanim = "death_explosion_run_R_v2";
|
||
|
|
||
|
angles = ( 0, 0, -10 );
|
||
|
}
|
||
|
|
||
|
node = SpawnStruct();
|
||
|
node.angles = self.angles;
|
||
|
node.origin = self.origin;
|
||
|
self thread grenade_death_scripted( node, deathanim, .5 );
|
||
|
}
|
||
|
|
||
|
massacre_crawler()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
self.allowdeath = 1;
|
||
|
self anim_generic_first_frame( self, "dying_crawl" );
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self force_crawling_death( self.angles[ 1 ], 2, undefined, 1 );
|
||
|
|
||
|
flag_wait( "massacre_elevator_grenade_exp" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self DoDamage( 1, level.player.origin );
|
||
|
}
|
||
|
|
||
|
massacre_civ_setup()
|
||
|
{
|
||
|
name = undefined;
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "male":
|
||
|
name = "civilian_male_suit_low_LOD";
|
||
|
break;
|
||
|
case "female":
|
||
|
name = "civilian_female_suit_low_LOD";
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
spawner = GetEnt( name, "targetname" );
|
||
|
spawner.count = 1;
|
||
|
|
||
|
drone = dronespawn( spawner );
|
||
|
|
||
|
drone.ref_node = self;
|
||
|
drone.anime = self.animation;
|
||
|
drone.script_delay = self.script_delay;
|
||
|
|
||
|
drone.maxhealth = 1;
|
||
|
drone.health = 1;
|
||
|
drone.ignoreExplosionEvents = true;
|
||
|
drone.ignoreme = true;
|
||
|
drone enable_ignorerandombulletdamage_drone();
|
||
|
drone.grenadeawareness = 0;
|
||
|
drone disable_surprise();
|
||
|
drone thread magic_bullet_shield( true );
|
||
|
|
||
|
drone.dontdonotetracks = 1;
|
||
|
drone.nocorpsedelete = 1;
|
||
|
|
||
|
drone thread massacre_civ_die();
|
||
|
|
||
|
level.massacre_delete_or_die = 0;
|
||
|
}
|
||
|
|
||
|
massacre_civ_die()
|
||
|
{
|
||
|
node = self.ref_node;
|
||
|
waittillframeend;
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
node anim_generic_first_frame( self, self.anime );
|
||
|
self SetAnimTime( getanim_generic( self.anime ), .2 );
|
||
|
|
||
|
self thread do_lobby_player_fire();
|
||
|
|
||
|
flag_wait( "massacre_civ_animate" );
|
||
|
|
||
|
if ( IsAlive( level.team[ "m4" ] ) )
|
||
|
level.team[ "m4" ] ent_flag_wait( "massacre_firing_into_crowd" );
|
||
|
|
||
|
timing_node = getstruct( "massacre_random_timing", "targetname" );
|
||
|
timing_node.origin = ( 2570, 3777, 144 );
|
||
|
group_node = getstruct( node.target, "targetname" );
|
||
|
|
||
|
dist2rd = squared( timing_node.radius );
|
||
|
dist = DistanceSquared( timing_node.origin, group_node.origin );
|
||
|
value = 1 - ( dist2rd - dist ) / dist2rd;
|
||
|
|
||
|
time = .25 * ( value );
|
||
|
if ( DistanceSquared( timing_node.origin, group_node.origin ) < squared( 128 ) )
|
||
|
time = .1 * ( value );
|
||
|
|
||
|
wait( time );
|
||
|
|
||
|
self script_delay();
|
||
|
self thread do_blood_notetracks();
|
||
|
|
||
|
self stop_magic_bullet_shield();
|
||
|
node thread anim_generic( self, self.anime );
|
||
|
self SetAnimTime( getanim_generic( self.anime ), .2 );
|
||
|
|
||
|
node waittill( self.anime );
|
||
|
|
||
|
if ( node.animation != "airport_civ_in_line_6_C_reaction" )
|
||
|
{
|
||
|
self.noragdoll = 1;
|
||
|
self.skipdeathanim = 1;
|
||
|
}
|
||
|
|
||
|
node Delete();
|
||
|
|
||
|
level.massacre_delete_or_die++;
|
||
|
if ( level.massacre_delete_or_die > 2 )
|
||
|
level.massacre_delete_or_die = 0;
|
||
|
|
||
|
self Kill();
|
||
|
|
||
|
if ( !level.massacre_delete_or_die )
|
||
|
{
|
||
|
wait .1;
|
||
|
self Delete();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
flag_wait( "tarmac_moveout" );
|
||
|
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
massacre_team_dialogue()
|
||
|
{
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
flag_wait( "massacre_rentacop_stop_dead" );
|
||
|
wait .75;
|
||
|
//Security detail up ahead!
|
||
|
//level.team[ "shotgun" ] radio_dialogue( "airport_at1_security" );
|
||
|
//level.team[ "makarov" ] radio_dialogue( "airport_mkv_careofit" );
|
||
|
|
||
|
//flag_wait( "massacre_rentacops_rear_dead" );
|
||
|
//Movement at the elevators!
|
||
|
//level.team[ "makarov" ] radio_dialogue( "airport_mkv_elevators" );
|
||
|
|
||
|
// flag_wait( "massacre_elevator_grenade_ready" );
|
||
|
// radio_dialogue( "airport_mkv_fragout" );
|
||
|
}
|
||
|
|
||
|
massacre_node_flag( node )
|
||
|
{
|
||
|
self ent_flag_init( "massacre_node_end" );
|
||
|
|
||
|
while ( IsDefined( node.target ) )
|
||
|
node = getstruct( node.target, "targetname" );
|
||
|
|
||
|
node waittill( "trigger" );
|
||
|
|
||
|
self ent_flag_set( "massacre_node_end" );
|
||
|
}
|
||
|
|
||
|
massacre_killers( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
flag_wait( "massacre_rentacop_stop" );
|
||
|
|
||
|
waittillframeend;
|
||
|
|
||
|
self PushPlayer( true );
|
||
|
|
||
|
self ClearEntityTarget();
|
||
|
self.ignoreall = false;
|
||
|
self.a.disablePain = 1;
|
||
|
|
||
|
self ent_flag_clear( "aiming_at_civ" );
|
||
|
|
||
|
flag_wait( "massacre_rentacop_stop_dead" );
|
||
|
self enable_dontevershoot();
|
||
|
|
||
|
if ( self.script_noteworthy == "m4" )
|
||
|
self ent_flag_set( "massacre_ready" );
|
||
|
else
|
||
|
{
|
||
|
foreach ( member in level.team )
|
||
|
member ent_flag_wait( "massacre_ready" );
|
||
|
|
||
|
delayThread( 4, ::activate_trigger, "massacre_rentacop_rush_guy", "target" );
|
||
|
}
|
||
|
|
||
|
if ( self.script_noteworthy == "makarov" )
|
||
|
self thread massacre_node_flag( node );
|
||
|
|
||
|
self thread follow_path( node );
|
||
|
self disable_arrivals();
|
||
|
self delayThread( 1, ::disable_exits );
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "saw":
|
||
|
self massacre_killers_saw( node );
|
||
|
self massacre_killers_saw2();
|
||
|
break;
|
||
|
case "m4":
|
||
|
self massacre_killers_m4();
|
||
|
break;
|
||
|
|
||
|
case "shotgun":
|
||
|
self massacre_killers_shotgun( node );
|
||
|
break;
|
||
|
|
||
|
case "makarov":
|
||
|
self massacre_killers_makarov( node );
|
||
|
self thread massacre_killers_makarov2();
|
||
|
node = GetNode( "massacre_elevator_nade_node", "targetname" );
|
||
|
self massacre_killers_go_nader( node );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self.a.disablePain = false;
|
||
|
wait 1;
|
||
|
self ent_flag_set( "gate_ready_to_go" );
|
||
|
}
|
||
|
|
||
|
massacre_killers_kill_rush( interval )
|
||
|
{
|
||
|
flag_wait( "massacre_kill_rush" );
|
||
|
|
||
|
if ( flag( "massacre_rentacop_rush_dead" ) )
|
||
|
return;
|
||
|
|
||
|
if ( !isdefined( interval ) )
|
||
|
interval = .1;
|
||
|
|
||
|
ai = get_living_ai( "cop", "script_noteworthy" );
|
||
|
if ( IsAlive( ai ) )
|
||
|
{
|
||
|
ai.ignoreme = false;
|
||
|
self.favoriteenemy = ai;
|
||
|
}
|
||
|
|
||
|
self thread fire_full_auto( interval, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .5 );
|
||
|
}
|
||
|
|
||
|
massacre_killers_kill_runaway( interval )
|
||
|
{
|
||
|
flag_wait( "massacre_rentacop_runaway_go" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
if ( flag( "massacre_rentacop_runaway_dead" ) )
|
||
|
return;
|
||
|
|
||
|
if ( !isdefined( interval ) )
|
||
|
interval = .1;
|
||
|
|
||
|
ai = get_living_ai( "massacre_rentacop_runaway_guy", "script_noteworthy" );
|
||
|
if ( IsAlive( ai ) )
|
||
|
{
|
||
|
ai.ignoreme = false;
|
||
|
self.favoriteenemy = ai;
|
||
|
}
|
||
|
|
||
|
self thread fire_full_auto( interval, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .5 );
|
||
|
}
|
||
|
|
||
|
massacre_killers_kill_rambo( interval )
|
||
|
{
|
||
|
flag_wait_any( "massacre_rentacop_rambo_dead", "massacre_rentacop_rambo" );
|
||
|
|
||
|
if ( flag( "massacre_rentacop_rambo_dead" ) )
|
||
|
return;
|
||
|
|
||
|
if ( !isdefined( interval ) )
|
||
|
interval = .1;
|
||
|
|
||
|
self thread fire_full_auto( interval, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .5 );
|
||
|
}
|
||
|
|
||
|
massacre_killers_m4()
|
||
|
{
|
||
|
self.ignoreall = true;
|
||
|
self.moveplaybackrate = 1.1;
|
||
|
self enable_arrivals();
|
||
|
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
|
||
|
self disable_dontevershoot();
|
||
|
node = GetNode( "massacre_nodes2", "targetname" );
|
||
|
self follow_path( node );
|
||
|
|
||
|
self clear_run_anim();
|
||
|
self massacre_killers_attack_civs( node );
|
||
|
|
||
|
self maps\_casual_killer::disable_casual_killer();
|
||
|
waittillframeend;
|
||
|
self maps\_casual_killer::enable_casual_killer();
|
||
|
waittillframeend;
|
||
|
|
||
|
self.combatMode = "cover";
|
||
|
self.moveplaybackrate = .85;
|
||
|
|
||
|
add_wait( ::flag_wait, "massacre_makarov_point_at_rambo" );
|
||
|
self add_func( ::set_generic_run_anim, "casual_killer_jog_A" );
|
||
|
self add_abort( ::waittill_msg, "reached_path_end" );
|
||
|
thread do_wait();
|
||
|
|
||
|
self enable_exits();
|
||
|
self enable_arrivals();
|
||
|
|
||
|
node = GetNode( "massacre_elevator_secondary_nodes_m4", "targetname" );
|
||
|
self follow_path( node );
|
||
|
|
||
|
self clear_run_anim();
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
while ( abs( self.angles[ 1 ] - node.angles[ 1 ] ) > 5 )
|
||
|
{
|
||
|
//overzealous application ( because code/animscripts love to fuck with orientmode all the time and he may never turn to this angle )
|
||
|
self OrientMode( "face angle", node.angles[ 1 ] );
|
||
|
wait .1;
|
||
|
}
|
||
|
|
||
|
if ( flag( "massacre_runners1_dead" ) && flag( "massacre_runners2_dead" ) && flag( "massacre_runners3_dead" ) )
|
||
|
return;
|
||
|
|
||
|
self thread spray_and_pray( 0, .25, true );
|
||
|
|
||
|
flag_wait( "massacre_runners1_dead" );
|
||
|
flag_wait( "massacre_runners2_dead" );
|
||
|
flag_wait( "massacre_runners3_dead" );
|
||
|
wait 1;
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
}
|
||
|
|
||
|
massacre_killers_saw( node )
|
||
|
{
|
||
|
self thread massacre_killers_kill_rush();
|
||
|
|
||
|
self.moveplaybackrate = 1.35;
|
||
|
wait 10;
|
||
|
self.moveplaybackrate = 1.1;
|
||
|
|
||
|
wait .1;
|
||
|
|
||
|
self.ignoreall = true;
|
||
|
//hack
|
||
|
self ClearAnim( %run_n_gun, 0.2 );
|
||
|
self.runNGunAnims[ "F" ] = %casual_killer_walk_shoot_F_aimdown;
|
||
|
wait .5;
|
||
|
|
||
|
self.aim_anime = %casual_killer_walk_shoot_L;
|
||
|
self.aim_weight = .4;
|
||
|
self.aim_time = .5;
|
||
|
self AnimCustom( ::aim_dir );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
|
||
|
self.aim_anime = %casual_killer_walk_shoot_L;
|
||
|
self.aim_weight = .4;
|
||
|
self.aim_time = .2;
|
||
|
self AnimCustom( ::aim_dir );
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", 2 );
|
||
|
wait .5;
|
||
|
|
||
|
self.aim_anime = %casual_killer_walk_shoot_L;
|
||
|
self.aim_weight = .4;
|
||
|
self.aim_time = .2;
|
||
|
self AnimCustom( ::aim_dir );
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .5 );
|
||
|
wait .5;
|
||
|
|
||
|
self.aim_anime = %casual_killer_walk_shoot_L;
|
||
|
self.aim_weight = .4;
|
||
|
self.aim_time = .2;
|
||
|
self AnimCustom( ::aim_dir );
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", 1 );
|
||
|
wait 1.0;
|
||
|
|
||
|
self.ignoreall = false;
|
||
|
self AnimCustom( ::aim_stop );
|
||
|
|
||
|
wait .2;
|
||
|
self maps\_casual_killer::set_casual_killer_run_n_gun( "straight" );
|
||
|
|
||
|
level.makarov waittill( "m79_shot2" );
|
||
|
|
||
|
wait .25;
|
||
|
|
||
|
self thread anim_generic_run( self, "casual_killer_flinch" );
|
||
|
self.moveplaybackrate = 1.3;
|
||
|
|
||
|
self waittill( "reached_path_end" );
|
||
|
}
|
||
|
|
||
|
massacre_killers_saw2()
|
||
|
{
|
||
|
node = GetNode( "massacre_elevator_secondary_nodes_saw", "targetname" );
|
||
|
self thread follow_path( node );
|
||
|
|
||
|
self.moveplaybackrate = 1.1;
|
||
|
|
||
|
target = GetEnt( "massacre_civ_aim_node", "targetname" );
|
||
|
target.health = 100;
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", 1 );
|
||
|
|
||
|
wait .5;
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .5 );
|
||
|
|
||
|
self SetEntityTarget( target );
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
self.moveplaybackrate = .85;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", 1 );
|
||
|
wait .5;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", 1.5 );
|
||
|
|
||
|
wait .25;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", 1.25 );
|
||
|
|
||
|
self disable_arrivals();
|
||
|
self disable_exits();
|
||
|
|
||
|
wait .2;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", 1.75 );
|
||
|
|
||
|
self disable_arrivals();
|
||
|
self disable_exits();
|
||
|
|
||
|
self massacre_reset_animscripts_to_goal();
|
||
|
|
||
|
self OrientMode( "face angle", node.origin[ 1 ] );
|
||
|
wait .5;
|
||
|
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
self ClearEntityTarget();
|
||
|
self disable_dontevershoot();
|
||
|
|
||
|
if ( flag( "massacre_runners1_dead" ) && flag( "massacre_runners2_dead" ) && flag( "massacre_runners3_dead" ) )
|
||
|
return;
|
||
|
|
||
|
self thread spray_and_pray( 0, .5, true, undefined, 2 );
|
||
|
|
||
|
flag_wait( "massacre_runners1_dead" );
|
||
|
flag_wait( "massacre_runners2_dead" );
|
||
|
flag_wait( "massacre_runners3_dead" );
|
||
|
wait 1.5;
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
}
|
||
|
|
||
|
massacre_killers_shotgun( node )
|
||
|
{
|
||
|
self thread massacre_killers_kill_runaway( .25 );
|
||
|
self thread massacre_killers_kill_rambo( .25 );
|
||
|
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
wait 11;
|
||
|
self.moveplaybackrate = 1.1;
|
||
|
|
||
|
level.makarov waittill( "m79_shot2" );
|
||
|
|
||
|
self thread anim_generic_run( self, "casual_killer_flinch" );
|
||
|
self.moveplaybackrate = 1.35;
|
||
|
|
||
|
self waittill( "reached_path_end" );
|
||
|
self enable_arrivals();
|
||
|
flag_wait( "massacre_rentacop_rambo_dead" );
|
||
|
self anim_generic( self, "casual_killer_walk_stop" );
|
||
|
|
||
|
self.moveplaybackrate = .85;
|
||
|
wait .5;
|
||
|
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
self enable_exits();
|
||
|
self enable_arrivals();
|
||
|
|
||
|
node = GetNode( "massacre_elevator_support_node", "targetname" );
|
||
|
self follow_path( node );
|
||
|
|
||
|
self clear_run_anim();
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
trig = GetEnt( "massacre_line_of_fire_trig", "targetname" );
|
||
|
trig thread player_line_of_fire( "massacre_line_of_fire_done", level.team );
|
||
|
|
||
|
add_wait( ::trigger_wait_targetname, "massacre_line_of_fire_trig_final" );
|
||
|
add_abort( ::flag_wait, "massacre_line_of_fire_done" );
|
||
|
level.player add_call( ::Kill );
|
||
|
thread do_wait();
|
||
|
|
||
|
self.ignoreall = false;
|
||
|
self disable_dontevershoot();
|
||
|
self thread spray_and_pray( 0, .25, false, -1, 15 );
|
||
|
|
||
|
flag_wait( "massacre_runners1_dead" );
|
||
|
flag_wait( "massacre_runners2_dead" );
|
||
|
flag_wait( "massacre_runners3_dead" );
|
||
|
wait .5;
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
|
||
|
flag_set( "massacre_line_of_fire_done" );
|
||
|
}
|
||
|
|
||
|
massacre_restaurant_destroy()
|
||
|
{
|
||
|
roof = GetEnt( "massacre_post_roof", "script_noteworthy" );
|
||
|
|
||
|
poles = GetEntArray( "massacre_post_post_exp", "targetname" );
|
||
|
foreach ( pole in poles )
|
||
|
{
|
||
|
pieces = GetEntArray( pole.target, "targetname" );
|
||
|
|
||
|
foreach ( piece in pieces )
|
||
|
piece Hide();
|
||
|
|
||
|
pole Hide();
|
||
|
}
|
||
|
level.makarov waittill( "m79_shot2" );
|
||
|
wait .05;
|
||
|
|
||
|
//poles
|
||
|
poles = GetEntArray( "massacre_post_post_exp", "targetname" );
|
||
|
foreach ( pole in poles )
|
||
|
{
|
||
|
pieces = GetEntArray( pole.target, "targetname" );
|
||
|
|
||
|
foreach ( piece in pieces )
|
||
|
{
|
||
|
piece Show();
|
||
|
piece LinkTo( pole );
|
||
|
}
|
||
|
|
||
|
pole Show();
|
||
|
|
||
|
angle = 10;
|
||
|
if ( IsDefined( pole.script_noteworthy ) )
|
||
|
angle = -10;
|
||
|
|
||
|
time = .1;
|
||
|
pole RotatePitch( angle, time, 0, time );
|
||
|
//pole NotSolid(); // --> FIX ME I'M SLOW
|
||
|
}
|
||
|
|
||
|
pole = GetEnt( "massacre_post_pre_exp", "targetname" );
|
||
|
pole Delete();
|
||
|
|
||
|
//glass
|
||
|
vec = AnglesToForward( ( 0, 180, 0 ) );
|
||
|
vec = vec * 500;
|
||
|
glass = GetGlassArray( "massacre_glass_exp_1" );
|
||
|
array_levelcall( glass, ::destroyglass, vec );
|
||
|
|
||
|
roof PlaySound( "storefront_glass_pane_blowout" );
|
||
|
pole = GetEnt( "massacre_post_top", "script_noteworthy" );
|
||
|
pole PlaySound( "storefront_wood_break" );
|
||
|
|
||
|
//sign
|
||
|
sign = GetEnt( "massacre_sign", "script_noteworthy" );
|
||
|
sign PhysicsLaunchClient( sign.origin + ( 0, 50, 5 ), ( 50, 500, -100 ) );
|
||
|
|
||
|
wait 1;
|
||
|
roof PlaySound( "storefront_wood_collapse" );
|
||
|
pole LinkTo( roof );
|
||
|
|
||
|
//angles = (-2.912, 2.421, -2.40804);
|
||
|
angles = ( 357.694 - 360, 3.01101, -13.3077 );
|
||
|
time = .7;
|
||
|
|
||
|
roof RotateTo( angles, time, time );
|
||
|
|
||
|
foreach ( pole in poles )
|
||
|
{
|
||
|
if ( IsDefined( pole.script_noteworthy ) )
|
||
|
continue;
|
||
|
|
||
|
timex = .25;
|
||
|
pole RotateRoll( -4, timex, 0, timex );
|
||
|
}
|
||
|
|
||
|
wait time;
|
||
|
|
||
|
time = .35;
|
||
|
roof RotateTo( angles * .7, time, 0, time );
|
||
|
wait time - .05;
|
||
|
|
||
|
roof RotateTo( angles, time, time );
|
||
|
|
||
|
wait time;
|
||
|
time = .2;
|
||
|
roof RotateTo( angles * .9, time, 0, time );
|
||
|
wait time;
|
||
|
|
||
|
roof RotateTo( angles, time, time );
|
||
|
}
|
||
|
|
||
|
massacre_killers_makarov( node )
|
||
|
{
|
||
|
self thread massacre_killers_kill_rush();
|
||
|
|
||
|
self.moveplaybackrate = 1.37;
|
||
|
|
||
|
wait 9.85;
|
||
|
self thread anim_generic_run( self, "casual_killer_weapon_swap" );
|
||
|
self delayThread( .75, ::forceuseweapon, self.secondaryweapon, "primary" );
|
||
|
wait 4.15;
|
||
|
|
||
|
height = ( 0, 0, 10 );
|
||
|
self thread notify_delay( "m79_shot", .15 );
|
||
|
node = getstruct( "massacre_m79_target_1", "targetname" );
|
||
|
self fire_thumper( node, height );
|
||
|
|
||
|
wait 2.5;
|
||
|
|
||
|
//hack
|
||
|
self.ignoreall = true;
|
||
|
self.aim_anime = %casual_killer_walk_shoot_R;
|
||
|
self.aim_weight = 1.0;
|
||
|
self.aim_time = .5;
|
||
|
self AnimCustom( ::aim_dir );
|
||
|
wait 1;
|
||
|
|
||
|
height = ( 0, 0, 15 );
|
||
|
self thread notify_delay( "m79_shot2", .15 );
|
||
|
node = getstruct( "massacre_m79_target_2", "targetname" );
|
||
|
self fire_thumper( node, height );
|
||
|
|
||
|
wait .2;
|
||
|
self AnimCustom( ::aim_stop );
|
||
|
|
||
|
self.moveplaybackrate = 1.15;
|
||
|
|
||
|
wait 1.5;
|
||
|
self.ignoreall = false;
|
||
|
flag_set( "massacre_nadethrow" );
|
||
|
|
||
|
wait 2.5;
|
||
|
|
||
|
self.ignoreall = true;
|
||
|
self.aim_anime = %casual_killer_walk_shoot_R;
|
||
|
self.aim_weight = .25;
|
||
|
self.aim_time = .5;
|
||
|
self AnimCustom( ::aim_dir );
|
||
|
wait 1.05;
|
||
|
|
||
|
|
||
|
flag_set( "massacre_elevator_start" );
|
||
|
|
||
|
height = ( 0, 0, 8 );
|
||
|
self thread notify_delay( "m79_shot3", .2 );
|
||
|
node = getstruct( "massacre_m79_target_3", "targetname" );
|
||
|
self fire_thumper( node, height );
|
||
|
|
||
|
self.moveplaybackrate = 1.1;
|
||
|
|
||
|
wait .5;
|
||
|
self AnimCustom( ::aim_stop );
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
wait .65;
|
||
|
|
||
|
self.primaryweapon = "m4_grunt";
|
||
|
self thread anim_generic_run( self, "casual_killer_weapon_swap" );
|
||
|
self delayThread( .75, ::forceuseweapon, self.primaryweapon, "primary" );
|
||
|
|
||
|
wait 2.1;
|
||
|
|
||
|
flag_set( "massacre_makarov_point_at_rambo" );
|
||
|
self thread anim_generic_run( self, "casual_killer_walk_point" );
|
||
|
|
||
|
wait .25;
|
||
|
self.moveplaybackrate = 1.35;
|
||
|
//self waittill( "casual_killer_walk_point" );
|
||
|
|
||
|
|
||
|
self ent_flag_wait( "massacre_node_end" );
|
||
|
//self waittill( "reached_path_end" );
|
||
|
|
||
|
flag_set( "massacre_eleveator_should_come_up" );
|
||
|
}
|
||
|
|
||
|
fire_thumper( node, height )
|
||
|
{
|
||
|
MagicBullet( self.secondaryweapon, self GetTagOrigin( "tag_flash" ), node.origin + height );
|
||
|
PlayFXOnTag( getfx( "m79_muzzleflash" ), self, "tag_flash" );
|
||
|
|
||
|
fireAnim = %pistol_stand_fire_A;
|
||
|
self SetAnimKnobRestart( fireAnim, 1, .2, 1.0 );
|
||
|
self delayCall( GetAnimLength( fireAnim ), ::clearAnim, fireAnim, .2 );
|
||
|
}
|
||
|
|
||
|
massacre_killers_makarov2()
|
||
|
{
|
||
|
wait 2;
|
||
|
|
||
|
target = GetEnt( "massacre_civ_aim_node", "targetname" );
|
||
|
target.health = 100;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .75 );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .5 );
|
||
|
|
||
|
self SetEntityTarget( target );
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .8 );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .5 );
|
||
|
|
||
|
wait .3;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", .5 );
|
||
|
|
||
|
wait .25;
|
||
|
|
||
|
self thread fire_full_auto( .1, "stop_spray_and_pray" );
|
||
|
self notify_delay( "stop_spray_and_pray", 1.5 );
|
||
|
|
||
|
wait .2;
|
||
|
|
||
|
self massacre_reset_animscripts_to_goal();
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
self disable_dontevershoot();
|
||
|
self ClearEntityTarget();
|
||
|
self thread spray_and_pray( 0, .25, false );
|
||
|
|
||
|
add_wait( ::flag_wait_all, "massacre_runners1_dead", "massacre_runners2_dead", "massacre_runners3_dead" );
|
||
|
add_wait( ::flag_wait, "massacre_elevator_prepare_nade" );
|
||
|
do_wait_any();
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
}
|
||
|
|
||
|
massacre_reset_animscripts_to_goal()
|
||
|
{
|
||
|
self enable_arrivals();
|
||
|
self disable_exits();
|
||
|
self.combatMode = "cover";
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
|
||
|
self waittill( "reached_path_end" );
|
||
|
|
||
|
self enable_exits();
|
||
|
}
|
||
|
|
||
|
aim_dir()
|
||
|
{
|
||
|
self notify( "aim_stop" );
|
||
|
self endon( "aim_stop" );
|
||
|
|
||
|
anime = self.aim_anime;
|
||
|
weight = self.aim_weight;
|
||
|
time = self.aim_time;
|
||
|
|
||
|
self.aim_weight = undefined;
|
||
|
self.aim_time = undefined;
|
||
|
|
||
|
self SetAnimLimited( %casual_killer_walk_shoot_F, 1 - weight, time );
|
||
|
self SetAnimLimited( anime, weight, time );
|
||
|
self SetFlaggedAnimKnob( "runanim", %run_n_gun, 1, time );
|
||
|
|
||
|
while ( 1 )
|
||
|
wait 1;
|
||
|
}
|
||
|
|
||
|
aim_stop()
|
||
|
{
|
||
|
self notify( "aim_stop" );
|
||
|
self endon( "aim_stop" );
|
||
|
|
||
|
anime = self.aim_anime;
|
||
|
time = self.aim_time;
|
||
|
|
||
|
if ( !isdefined( time ) )
|
||
|
time = .25;
|
||
|
|
||
|
//self ClearAnim( %run_n_gun, 0.2 );
|
||
|
self SetAnimLimited( %casual_killer_walk_shoot_F, 1, time );
|
||
|
self SetAnimLimited( anime, 0, time );
|
||
|
self SetFlaggedAnimKnob( "runanim", %run_n_gun, 1, time );
|
||
|
|
||
|
wait time;
|
||
|
}
|
||
|
|
||
|
|
||
|
massacre_killers_go_nader( node )
|
||
|
{
|
||
|
level.elevator_nader = self;
|
||
|
|
||
|
self.goalradius = node.radius;
|
||
|
self SetGoalNode( node );
|
||
|
self waittill( "goal" );
|
||
|
|
||
|
flag_wait_either( "massacre_elevator_prepare_nade", "massacre_rentacops_stairs_dead" );
|
||
|
|
||
|
flag_set( "massacre_elevator_grenade_ready" );
|
||
|
|
||
|
if ( flag( "massacre_rentacops_stairs_dead" ) )
|
||
|
return;
|
||
|
|
||
|
node anim_generic( self, "exposed_grenadeThrowB" );
|
||
|
}
|
||
|
|
||
|
massacre_killers_attack_civs( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
self.ignoreall = true;
|
||
|
self enable_dontevershoot();
|
||
|
self.noreload = true;
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
waittillframeend;// because animscripts is going to set his angle on goal after this.
|
||
|
animset_stand = anim.animsets.defaultStand;
|
||
|
animset_crouch = anim.animsets.defaultCrouch;
|
||
|
|
||
|
while ( abs( self.angles[ 1 ] - node.angles[ 1 ] ) > 5 )
|
||
|
{
|
||
|
//overzealous application ( because code/animscripts love to fuck with orientmode all the time and he may never turn to this angle )
|
||
|
self OrientMode( "face angle", 180 );
|
||
|
wait .1;
|
||
|
}
|
||
|
|
||
|
self thread massacre_lean_shoot_anims();
|
||
|
node = getstruct( "massacre_civ_lobby_aim_node", "targetname" );
|
||
|
|
||
|
self thread spray_and_pray_node( 0, 4, node );
|
||
|
self delayThread( 1.5, ::massacre_killers_attack_civs_burst_fire );
|
||
|
self ent_flag_set_delayed( "massacre_firing_into_crowd", 1 );
|
||
|
|
||
|
flag_wait( "massacre_civ_animate" );
|
||
|
|
||
|
wait 10.5;
|
||
|
|
||
|
self notify( "stop_burst_fire" );
|
||
|
self notify( "stop_fire_full_auto" );
|
||
|
|
||
|
wait .25;
|
||
|
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
|
||
|
self disable_dontevershoot();
|
||
|
self.coverCrouchLean_aimmode = undefined;
|
||
|
self.customMoveAnimSet = undefined;
|
||
|
self.combatStandAnims = undefined;
|
||
|
self.combatCrouchAnims = undefined;
|
||
|
waittillframeend;
|
||
|
}
|
||
|
|
||
|
massacre_killers_attack_civs_burst_fire()
|
||
|
{
|
||
|
self endon( "stop_spray_and_pray" );
|
||
|
self endon( "stop_burst_fire" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self thread fire_full_auto( .1, "stop_fire_full_auto" );
|
||
|
wait RandomFloatRange( 2, 3 );
|
||
|
self notify( "stop_fire_full_auto" );
|
||
|
wait RandomFloatRange( .2, .4 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
massacre_lean_shoot_anims()
|
||
|
{
|
||
|
self.coverCrouchLean_aimmode = 1;
|
||
|
animset = anim.animsets.defaultStand;
|
||
|
|
||
|
animset[ "add_aim_up" ] = %exposed_aim_8;
|
||
|
animset[ "add_aim_down" ] = %exposed_aim_2;
|
||
|
animset[ "add_aim_left" ] = %exposed_aim_4;
|
||
|
animset[ "add_aim_right" ] = %exposed_aim_6;
|
||
|
animset[ "straight_level" ] = %covercrouch_lean_aim5;
|
||
|
|
||
|
self animscripts\animset::init_animset_complete_custom_stand( animset );
|
||
|
self animscripts\animset::init_animset_complete_custom_crouch( animset );
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* GATE */
|
||
|
/************************************************************************************************************/
|
||
|
gate_moveout( node )
|
||
|
{
|
||
|
self ent_flag_wait( "gate_ready_to_go" );
|
||
|
waittillframeend;
|
||
|
flag_wait( "gate_main" );
|
||
|
flag_wait( "gate_player_ready" );
|
||
|
|
||
|
self PushPlayer( true );
|
||
|
self disable_arrivals();
|
||
|
self delayThread( 2, ::disable_exits );
|
||
|
|
||
|
self.noreload = undefined;
|
||
|
self.moveplaybackrate = 1.15;
|
||
|
self enable_calm_combat();
|
||
|
self.interval = 50;
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "saw":
|
||
|
wait .75;
|
||
|
self thread follow_path( node );
|
||
|
|
||
|
self add_wait( ::flag_wait, "gate_heli_moveon" );
|
||
|
self add_func( ::delaythread, 1.6, ::gate_do_jog, node );
|
||
|
thread do_wait();
|
||
|
self thread gate_do_jog2();
|
||
|
|
||
|
break;
|
||
|
case "makarov":
|
||
|
exploder( "anc_gate" );
|
||
|
wait .25;
|
||
|
self thread follow_path( node );
|
||
|
|
||
|
self add_wait( ::flag_wait, "gate_heli_moveon" );
|
||
|
self add_func( ::delaythread, .1, ::gate_do_jog, node );
|
||
|
thread do_wait();
|
||
|
self thread gate_do_jog2();
|
||
|
|
||
|
self gate_moveout_makarov( node );
|
||
|
break;
|
||
|
case "shotgun":
|
||
|
wait .5;
|
||
|
self thread follow_path( node );
|
||
|
|
||
|
self add_wait( ::flag_wait, "gate_heli_moveon" );
|
||
|
self add_func( ::delaythread, 1.5, ::gate_do_jog, node );
|
||
|
thread do_wait();
|
||
|
self thread gate_do_jog2();
|
||
|
|
||
|
break;
|
||
|
case "m4":
|
||
|
wait .15;
|
||
|
self thread follow_path( node );
|
||
|
|
||
|
self add_wait( ::flag_wait, "gate_heli_moveon" );
|
||
|
self add_func( ::delaythread, 2.75, ::gate_do_jog, node );
|
||
|
thread do_wait();
|
||
|
self thread gate_do_jog2();
|
||
|
|
||
|
self.moveplaybackrate = 1.25;
|
||
|
wait 8;
|
||
|
self.moveplaybackrate = 1.15;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gate_do_jog( node )
|
||
|
{
|
||
|
self.moveplaybackrate = .9;
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
|
||
|
node = GetNode( node.target, "targetname" );
|
||
|
node waittill( "trigger" );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
self clear_run_anim();
|
||
|
|
||
|
node = GetNode( node.target, "targetname" );
|
||
|
node waittill( "trigger" );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
if ( self.script_noteworthy != "m4" )
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "makarov":
|
||
|
wait .75;
|
||
|
case "shotgun":
|
||
|
wait .5;
|
||
|
case "saw":
|
||
|
wait 1;
|
||
|
case "m4":
|
||
|
wait .15;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self clear_run_anim();
|
||
|
self.moveplaybackrate = 1.2;
|
||
|
}
|
||
|
|
||
|
gate_do_jog2()
|
||
|
{
|
||
|
name = "basement_start_" + self.script_noteworthy;
|
||
|
node = GetNode( name, "targetname" );
|
||
|
|
||
|
node waittill( "trigger" );
|
||
|
|
||
|
self set_generic_run_anim( "casual_killer_jog_A" );
|
||
|
if ( self.script_noteworthy == "saw" )
|
||
|
self.moveplaybackrate = 1.1;
|
||
|
else
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
|
||
|
self.bulletsinclip = WeaponClipSize( self.weapon );
|
||
|
|
||
|
flag_set( "basement_near_entrance" );
|
||
|
}
|
||
|
|
||
|
gate_moveout_makarov( node )
|
||
|
{
|
||
|
self.moveplaybackrate = 1.35;
|
||
|
|
||
|
wait 6;
|
||
|
|
||
|
self.moveplaybackrate = 1.27;
|
||
|
|
||
|
node waittill( "trigger" );
|
||
|
|
||
|
//node anim_generic_run( self, "casual_killer_walk_point" );
|
||
|
|
||
|
self.moveplaybackrate = 1.2;
|
||
|
|
||
|
flag_set( "gate_heli_moveon" );
|
||
|
|
||
|
thread radio_dialogue( "airport_mkv_letsgo2" );
|
||
|
flag_set( "player_DMS_allow_sprint" );
|
||
|
|
||
|
thread flag_clear_delayed( "player_DMS_allow_sprint", 5 );
|
||
|
|
||
|
wait .5;
|
||
|
thread music_anticipation();
|
||
|
}
|
||
|
|
||
|
gate_canned_deaths_execute( enemy, type )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if ( enemy.health <= 0 )
|
||
|
return;
|
||
|
|
||
|
//set dont ever shoot at the right time if enemy is alive
|
||
|
self add_wait( ::_wait, enemy.script_delay );
|
||
|
enemy add_abort( ::waittill_msg, "death" );
|
||
|
self add_func( ::upperdeck_canned_deaths_execute_fire, enemy );
|
||
|
thread do_wait();
|
||
|
|
||
|
//wait to start aiming
|
||
|
self upperdeck_canned_deaths_execute_wait( enemy );
|
||
|
|
||
|
self maps\_casual_killer::enable_casual_killer();
|
||
|
self maps\_casual_killer::set_casual_killer_run_n_gun( type );
|
||
|
self.dontEverShoot = true;
|
||
|
self disable_dynamic_run_speed();
|
||
|
self ent_flag_set( "aiming_at_civ" );
|
||
|
target = enemy;
|
||
|
|
||
|
if ( IsAI( enemy ) )
|
||
|
{
|
||
|
target = Spawn( "script_origin", enemy.origin + ( 0, 0, 35 ) );
|
||
|
target.health = 100;
|
||
|
//target = Spawn( "script_model", enemy GetTagOrigin( "j_ankle_ri" ) + (0,0,10) );
|
||
|
//target SetModel( "weapon_us_smoke_grenade" );
|
||
|
target LinkTo( enemy );
|
||
|
}
|
||
|
|
||
|
self SetEntityTarget( target );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
if ( enemy.health > 0 )
|
||
|
enemy waittill( "death" );
|
||
|
|
||
|
wait .25;
|
||
|
self notify( "upperdeck_canned_deaths_execute_fire" );
|
||
|
wait .25;
|
||
|
self ClearEntityTarget();
|
||
|
|
||
|
if ( target != enemy )
|
||
|
target Delete();
|
||
|
self disable_dontevershoot();
|
||
|
|
||
|
self enable_dynamic_run_speed( undefined, undefined, undefined, undefined, level.team, true );
|
||
|
self ent_flag_clear( "aiming_at_civ" );
|
||
|
self maps\_casual_killer::set_casual_killer_run_n_gun( "straight" );
|
||
|
self maps\_casual_killer::disable_casual_killer();
|
||
|
self walkdist_zero();
|
||
|
}
|
||
|
|
||
|
gate_drs_ahead_test( node, dist )
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( DistanceSquared( player.origin, self.origin ) < squared( dist ) )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//ok guess he's not here yet
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
gate_convoy_delete()
|
||
|
{
|
||
|
flag_wait( "basement_moveout" );
|
||
|
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
gate_crawler()
|
||
|
{
|
||
|
self.health = 1;
|
||
|
self.ignoreExplosionEvents = true;
|
||
|
self.ignoreme = true;
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.grenadeawareness = 0;
|
||
|
self disable_surprise();
|
||
|
|
||
|
self endon( "death" );
|
||
|
|
||
|
switch( self.animation )
|
||
|
{
|
||
|
case "civilian_crawl_1":
|
||
|
self anim_generic_first_frame( self, "civilian_crawl_1" );
|
||
|
self force_crawling_death( self.angles[ 1 ], 3, level.scr_anim[ "crawl_death_1" ], 1 );
|
||
|
break;
|
||
|
case "civilian_crawl_2":
|
||
|
self anim_generic_first_frame( self, "civilian_crawl_1" );
|
||
|
self force_crawling_death( self.angles[ 1 ], 3, level.scr_anim[ "crawl_death_1" ], 1 );
|
||
|
break;
|
||
|
case "dying_crawl":
|
||
|
self anim_generic_first_frame( self, "dying_crawl" );
|
||
|
self force_crawling_death( self.angles[ 1 ], 4, undefined, 1 );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self DoDamage( 1, level.player.origin );
|
||
|
self.noragdoll = 1;
|
||
|
}
|
||
|
|
||
|
gate_runners_setup()
|
||
|
{
|
||
|
wait .05;
|
||
|
|
||
|
self.allowdeath = 1;
|
||
|
self thread anim_generic_loop( self, self.animation );
|
||
|
|
||
|
self.useChokePoints = false;
|
||
|
self.ignoreme = true;
|
||
|
self.ignoreall = true;
|
||
|
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.ignoreExplosionEvents = true;
|
||
|
self.grenadeawareness = 0;
|
||
|
self.ignoreSuppression = 1;
|
||
|
self.disableBulletWhizbyReaction = true;
|
||
|
self disable_surprise();
|
||
|
}
|
||
|
|
||
|
gate_runners1()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
gate_runners_setup();
|
||
|
|
||
|
if ( !isdefined( level.massacre_runners2 ) )
|
||
|
{
|
||
|
level.massacre_runners2 = [];
|
||
|
level.massacre_runners2[ level.massacre_runners2.size ] = self;
|
||
|
wait .1;
|
||
|
thread running_civ_soundscape( level.massacre_runners2, "scn_airport_running_screams1" );
|
||
|
wait .05;
|
||
|
level.massacre_runners2 = undefined;
|
||
|
}
|
||
|
else
|
||
|
level.massacre_runners2[ level.massacre_runners2.size ] = self;
|
||
|
|
||
|
wait RandomFloat( 1 );
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self.interval = 50;
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
|
||
|
self follow_path( node );
|
||
|
wait .25;
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
gate_sliders()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
gate_runners_setup();
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
|
||
|
anime = undefined;
|
||
|
runanim = undefined;
|
||
|
switch( node.targetname )
|
||
|
{
|
||
|
case "gate_civ_slide":
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
anime = "civilian_run_hunched_turnR90_slide";
|
||
|
runanim = "civilian_run_hunched_A";
|
||
|
wait .25;
|
||
|
break;
|
||
|
case "gate_civ_slide2":
|
||
|
anime = "airport_civilian_run_turnR_90";
|
||
|
runanim = "civilian_run_hunched_C";
|
||
|
self.moveplaybackrate = 1.15;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
wait 6.5;
|
||
|
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self.interval = 50;
|
||
|
self.IgnoreRandomBulletDamage = false;
|
||
|
|
||
|
self set_generic_run_anim( runanim, true );
|
||
|
node anim_generic_reach( self, anime );
|
||
|
node anim_generic_run( self, anime );
|
||
|
|
||
|
self follow_path( GetNode( "gate_civ_node", "targetname" ) );
|
||
|
wait .25;
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
gate_departures_status()
|
||
|
{
|
||
|
flag_wait( "gate_do_status" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
snds = GetEntArray( "snd_departure_board", "targetname" );
|
||
|
foreach ( member in snds )
|
||
|
member PlaySound( member.script_soundalias );
|
||
|
|
||
|
array = array_randomize( level.departure_status_array );
|
||
|
foreach ( index, value in array )
|
||
|
value delayThread( ( index * .1 ), ::sign_departure_status_flip_to, "delayed" );
|
||
|
}
|
||
|
|
||
|
gate_klaxon_rotate()
|
||
|
{
|
||
|
wait RandomFloat( .5 );
|
||
|
time = RandomFloatRange( 1, 1.15 );
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self RotateYaw( 360, time );
|
||
|
self waittill( "rotatedone" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gate_open_gate()
|
||
|
{
|
||
|
dist = 85;
|
||
|
gate1 = GetEnt( "gate_gate_closing", "targetname" );
|
||
|
gate2 = GetEnt( "gate_gate_closing2", "targetname" );
|
||
|
|
||
|
gate2 ConnectPaths();
|
||
|
|
||
|
gate1 MoveZ( dist, .25 );
|
||
|
gate2 MoveZ( dist * 2, .25 );
|
||
|
}
|
||
|
|
||
|
gate_close_gate()
|
||
|
{
|
||
|
dist = 85;
|
||
|
gate1 = GetEnt( "gate_gate_closing", "targetname" );
|
||
|
gate2 = GetEnt( "gate_gate_closing2", "targetname" );
|
||
|
|
||
|
time = 1.5;
|
||
|
gate1 MoveZ( dist * -1, time );
|
||
|
gate2 MoveZ( dist * -2, time * 2 );
|
||
|
|
||
|
gate1 PlaySound( "scn_airport_sec_gate_close" );
|
||
|
|
||
|
wait time * 2;
|
||
|
gate2 DisconnectPaths();
|
||
|
|
||
|
time = .1;
|
||
|
|
||
|
gate1 MoveZ( 2, time );
|
||
|
gate2 MoveZ( 2, time );
|
||
|
|
||
|
wait time;
|
||
|
|
||
|
gate1 MoveZ( -2, time );
|
||
|
gate2 MoveZ( -2, time );
|
||
|
}
|
||
|
|
||
|
gate_stairs_player_allow_sprint()
|
||
|
{
|
||
|
flag_wait( "gate_heli_moveon" );
|
||
|
flag_clear( "player_dynamic_move_speed" );
|
||
|
wait .05;
|
||
|
level.player AllowSprint( true );
|
||
|
|
||
|
flag_wait( "gate_player_off_stairs" );
|
||
|
|
||
|
thread player_dynamic_move_speed();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* BASEMENT */
|
||
|
/************************************************************************************************************/
|
||
|
basement_drop_chop_guys()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.ignoreall = true;
|
||
|
self.ignoreme = true;
|
||
|
|
||
|
self add_wait( ::waittill_msg, "damage" );
|
||
|
self add_func( ::set_ignoreall, false );
|
||
|
thread do_wait();
|
||
|
|
||
|
self add_wait( ::waittill_msg, "goal" );
|
||
|
add_wait( ::trigger_wait, "tarmac_security", "target" );
|
||
|
do_wait_any();
|
||
|
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
basement_sec_runner()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self notify( "move" );
|
||
|
|
||
|
trigger_wait( "tarmac_security", "target" );
|
||
|
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
basement_door_kick( light, lightintensity )
|
||
|
{
|
||
|
//2 guys down the stairs
|
||
|
nodes = GetNodeArray( "basement_moveup1", "targetname" );
|
||
|
light SetLightIntensity( lightintensity );
|
||
|
animnode = undefined;
|
||
|
|
||
|
foreach ( node in nodes )
|
||
|
{
|
||
|
switch( node.script_noteworthy )
|
||
|
{
|
||
|
case "saw":
|
||
|
level.team[ node.script_noteworthy ] delayThread( .8, ::follow_path, node );
|
||
|
level.team[ node.script_noteworthy ].moveplaybackrate = 1.0;
|
||
|
break;
|
||
|
default:
|
||
|
level.team[ node.script_noteworthy ] enable_cqbwalk();
|
||
|
level.team[ node.script_noteworthy ] thread follow_path( node );
|
||
|
level.team[ node.script_noteworthy ].moveplaybackrate = 1.0;
|
||
|
animnode = node;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
level.makarov waittill( "reached_path_end" );
|
||
|
delayThread( 1, ::radio_dialogue, "airport_mkv_thisway" );
|
||
|
|
||
|
level.makarov disable_exits();
|
||
|
animnode thread anim_generic_run( level.makarov, "doorkick_basement" );
|
||
|
level.makarov waittillmatch( "single anim", "kick" );
|
||
|
level.makarov delayThread( 2, ::enable_exits );
|
||
|
}
|
||
|
|
||
|
basement_makarov_speach()
|
||
|
{
|
||
|
flag_wait( "basement_mak_speach" );
|
||
|
node = level.makarov.last_set_goalnode;
|
||
|
|
||
|
level.makarov delayThread( 2.25, ::dialogue_queue, "airport_mkv_forzakhaev" );
|
||
|
node thread anim_generic_gravity( level.makarov, "bog_a_start_briefing" );
|
||
|
|
||
|
wait 3.75;
|
||
|
level.makarov notify( "stop_animmode" );
|
||
|
level.makarov StopAnimScripted();
|
||
|
}
|
||
|
|
||
|
basement_pre_moveout()
|
||
|
{
|
||
|
flag_wait( "gate_heli_moveon" );
|
||
|
self waittill( "reached_path_end" );
|
||
|
|
||
|
self disable_calm_combat();
|
||
|
self enable_arrivals();
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
self.combatMode = "cover";
|
||
|
|
||
|
node = self.last_set_goalnode;
|
||
|
self.goalradius = 4;
|
||
|
self SetGoalNode( node );
|
||
|
self waittill( "goal" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
if ( self.script_noteworthy == "makarov" )
|
||
|
flag_set( "basement_mak_speach" );
|
||
|
|
||
|
self enable_exits();
|
||
|
self clear_run_anim();
|
||
|
}
|
||
|
|
||
|
basement_moveup()
|
||
|
{
|
||
|
foreach ( member in level.team )
|
||
|
member enable_cqbwalk();
|
||
|
|
||
|
//4 to beginning of hallway
|
||
|
nodes = GetNodeArray( "basement_moveup2", "targetname" );
|
||
|
foreach ( node in nodes )
|
||
|
{
|
||
|
name = node.script_noteworthy;
|
||
|
if ( name == "makarov" )
|
||
|
level.team[ name ] thread follow_path( node );
|
||
|
else if ( name == "saw" )
|
||
|
{
|
||
|
level.team[ name ].noDodgeMove = true;
|
||
|
level.team[ name ] delayThread( .75, ::follow_path, node );
|
||
|
}
|
||
|
else
|
||
|
level.team[ name ] delayThread( 0.25, ::follow_path, node );
|
||
|
}
|
||
|
level.team[ "shotgun" ] PushPlayer( false );
|
||
|
level.team[ "m4" ] PushPlayer( false );
|
||
|
|
||
|
level.makarov waittill( "reached_path_end" );
|
||
|
flag_set( "basement_mak_saw_riot" );
|
||
|
level.makarov thread anim_generic( level.makarov, "CornerStndR_alert_signal_enemy_spotted" );
|
||
|
}
|
||
|
|
||
|
basement_flicker_light()
|
||
|
{
|
||
|
intensity = self GetLightIntensity();
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self SetLightIntensity( intensity * RandomFloatRange( .5, 1.25 ) );
|
||
|
wait .1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* TARMAC */
|
||
|
/************************************************************************************************************/
|
||
|
tarmac_difficulty_mod()
|
||
|
{
|
||
|
if ( IsDefined( self.script_drone ) )
|
||
|
return;
|
||
|
|
||
|
type = maps\_gameskill::get_skill_from_index( level.player.gameskill );
|
||
|
|
||
|
switch( type )
|
||
|
{
|
||
|
case "easy":
|
||
|
self.grenadeammo = 0;
|
||
|
self.baseaccuracy *= .5;
|
||
|
break;
|
||
|
case "normal":
|
||
|
self.grenadeammo = 0;
|
||
|
self.baseaccuracy *= .5;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_van_guys( _flag )
|
||
|
{
|
||
|
flag_set( _flag );
|
||
|
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.ignoreme = true;
|
||
|
self.ignoreall = true;
|
||
|
|
||
|
self waittill( "unload" );
|
||
|
|
||
|
self.ignoreme = false;
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
if ( IsDefined( self.script_noteworthy ) && IsSubStr( self.script_noteworthy, "tarmac_van_riotshield_guys" ) )
|
||
|
return;
|
||
|
|
||
|
if ( IsDefined( self.target ) )
|
||
|
{
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
self SetGoalNode( node );
|
||
|
self.goalradius = node.radius;
|
||
|
|
||
|
trigger_wait_targetname( "tarmac_advance5" );
|
||
|
}
|
||
|
self set_force_color( "blue" );
|
||
|
}
|
||
|
|
||
|
tarmac_van_logic()
|
||
|
{
|
||
|
van = self;
|
||
|
|
||
|
node = GetVehicleNode( "tarmac_van_mid_path", "script_noteworthy" );
|
||
|
node add_wait( ::waittill_msg, "trigger" );
|
||
|
van add_func( ::delaythread, .1, ::play_sound_on_entity, "airport_tire_skid" );
|
||
|
node add_func( ::flag_set, "tarmac_van_mid_path" );
|
||
|
add_func( maps\airport::tarmac_bcs_van );
|
||
|
thread do_wait();
|
||
|
|
||
|
node = GetVehicleNode( "tarmac_van_almost_end_path", "script_noteworthy" );
|
||
|
node add_wait( ::waittill_msg, "trigger" );
|
||
|
node add_func( ::flag_set_delayed, "tarmac_van_almost_end_path", 1 );
|
||
|
thread do_wait();
|
||
|
|
||
|
node = GetVehicleNode( "tarmac_van_end_path", "targetname" );
|
||
|
node add_wait( ::waittill_msg, "trigger" );
|
||
|
node add_func( ::flag_set, "tarmac_van_end_path" );
|
||
|
do_wait();
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group_van( _flag, vanname, name )
|
||
|
{
|
||
|
flag_wait( _flag );
|
||
|
wait .1;
|
||
|
|
||
|
team = get_living_ai_array( name, "script_noteworthy" );
|
||
|
|
||
|
if ( !team.size )
|
||
|
{
|
||
|
level notify( "tarmac_riotshield_group_van_ready" );
|
||
|
return;
|
||
|
}
|
||
|
node = getstruct( team[ 0 ].target, "targetname" );
|
||
|
dir = AnglesToForward( node.angles );
|
||
|
|
||
|
group = group_create( team );
|
||
|
group thread tarmac_riotshield_group_van_handle_break( team );
|
||
|
group endon( "break_group" );
|
||
|
|
||
|
foreach ( member in team )
|
||
|
member disable_exits();
|
||
|
group group_sprint_on();
|
||
|
group group_lock_angles( dir );
|
||
|
group group_initialize_formation( dir );
|
||
|
group group_move( node.origin, dir );
|
||
|
|
||
|
group waittill( "goal" );
|
||
|
|
||
|
group group_sprint_off();
|
||
|
foreach ( member in team )
|
||
|
member enable_exits();
|
||
|
|
||
|
level notify( "tarmac_riotshield_group_van_ready" );
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group_van_combine()
|
||
|
{
|
||
|
level waittill( "tarmac_riotshield_group_van_ready" );
|
||
|
|
||
|
level notify( "redoing_riot_groups" );
|
||
|
level endon( "tarmac_riotshield_group_last_stand" );
|
||
|
|
||
|
team = get_living_ai_array( "tarmac_van_riotshield_guys", "script_noteworthy" );
|
||
|
team = array_combine( team, get_living_ai_array( "tarmac_van_riotshield_guys2", "script_noteworthy" ) );
|
||
|
team = array_combine( team, get_living_ai_array( "riotshield_group_1", "script_noteworthy" ) );
|
||
|
team = array_combine( team, get_living_ai_array( "riotshield_group_2", "script_noteworthy" ) );
|
||
|
team = array_combine( team, get_living_ai_array( "riotshield_group_3", "script_noteworthy" ) );
|
||
|
|
||
|
group = group_create( team );
|
||
|
if ( group.ai_array.size < 9 )
|
||
|
group.fleethreshold = 2;
|
||
|
else
|
||
|
group.fleethreshold = floor( group.ai_array.size * .25 );
|
||
|
group thread tarmac_riotshield_group_handle_break( team );
|
||
|
group endon( "break_group" );
|
||
|
|
||
|
group group_sprint_off();
|
||
|
foreach ( member in team )
|
||
|
member enable_exits();
|
||
|
|
||
|
node = getstruct( "tarmac_riot_node_retreat1_group_van", "targetname" );
|
||
|
dir = AnglesToForward( node.angles );
|
||
|
|
||
|
group group_lock_angles( dir );
|
||
|
group group_initialize_formation( dir );
|
||
|
group group_move( node.origin, dir );
|
||
|
group thread tarmac_retreat_logic();
|
||
|
|
||
|
group waittill_notify_or_timeout( "goal", 5 );
|
||
|
flag_set( "tarmac_van_guys_far_enough" );
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group_last_stand()
|
||
|
{
|
||
|
trigger_wait( "tarmac_advance6", "targetname" );
|
||
|
|
||
|
actors = get_living_ai_array( "tarmac_van_riotshield_guys", "script_noteworthy" );
|
||
|
actors = array_combine( actors, get_living_ai_array( "tarmac_van_riotshield_guys2", "script_noteworthy" ) );
|
||
|
actors = array_combine( actors, get_living_ai_array( "riotshield_group_1", "script_noteworthy" ) );
|
||
|
actors = array_combine( actors, get_living_ai_array( "riotshield_group_2", "script_noteworthy" ) );
|
||
|
actors = array_combine( actors, get_living_ai_array( "riotshield_group_3", "script_noteworthy" ) );
|
||
|
|
||
|
//nodes from left to right
|
||
|
nodes = [];
|
||
|
nodes[ "weak" ] = getstruct( "tarmac_riotshield_van2_retreat1", "targetname" );
|
||
|
nodes[ "center" ] = getstruct( "tarmac_riotshield_consolodate_node", "targetname" );
|
||
|
nodes[ "strong" ] = getstruct( "tarmac_riotshield_van1_retreat1", "targetname" );
|
||
|
|
||
|
tarmac_riotshield_group_last_stand_proc( actors, nodes );
|
||
|
|
||
|
trigger_wait( "tarmac_retreat5", "targetname" );
|
||
|
|
||
|
actors = array_removeDead( actors );
|
||
|
|
||
|
//nodes from right to left
|
||
|
nodes = [];
|
||
|
nodes[ "weak" ] = getstruct( "tarmac_riotshield_last_stand_right", "targetname" );
|
||
|
nodes[ "center" ] = getstruct( "tarmac_riotshield_last_stand_center", "targetname" );
|
||
|
nodes[ "strong" ] = getstruct( "tarmac_riotshield_last_stand_left", "targetname" );
|
||
|
|
||
|
groups = tarmac_riotshield_group_last_stand_proc( actors, nodes );
|
||
|
|
||
|
trigger_wait( "tarmac_retreat6", "targetname" );
|
||
|
|
||
|
if ( !isdefined( groups ) )
|
||
|
return;
|
||
|
|
||
|
foreach ( group in groups )
|
||
|
group.fleethreshold = 10;
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group_last_stand_proc( actors, nodes )
|
||
|
{
|
||
|
level notify( "tarmac_riotshield_group_last_stand" );
|
||
|
level notify( "redoing_riot_groups" );
|
||
|
|
||
|
teams = [];
|
||
|
|
||
|
newarray = [];
|
||
|
foreach ( member in actors )
|
||
|
{
|
||
|
if ( member.combatMode != "no_cover" )
|
||
|
continue;// means they lost their shield or were never a riotshield guy
|
||
|
newarray[ newarray.size ] = member;
|
||
|
}
|
||
|
|
||
|
actors = newarray;
|
||
|
|
||
|
switch( actors.size )
|
||
|
{
|
||
|
case 0:
|
||
|
return;
|
||
|
case 1:
|
||
|
case 2:
|
||
|
case 3:
|
||
|
case 4:
|
||
|
teams[ "center" ] = actors;
|
||
|
break;
|
||
|
case 5:// 0 3 2
|
||
|
case 6:// 0 3 3
|
||
|
teams[ "center" ] = get_array_of_farthest( nodes[ "strong" ].origin, actors, undefined, 3 );
|
||
|
teams[ "strong" ] = array_remove_array( actors, teams[ "center" ] );
|
||
|
break;
|
||
|
default:
|
||
|
magic_number = ( actors.size / 3 ) - .2;
|
||
|
main = ceil( magic_number );
|
||
|
diff = ceil( magic_number * 2 );
|
||
|
|
||
|
teams[ "strong" ] = get_array_of_closest( nodes[ "strong" ].origin, actors, undefined, actors.size - diff );
|
||
|
actors = array_remove_array( actors, teams[ "strong" ] );
|
||
|
teams[ "weak" ] = get_array_of_closest( nodes[ "weak" ].origin, actors, undefined, actors.size - main );
|
||
|
teams[ "center" ] = array_remove_array( actors, teams[ "weak" ] );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
groups = [];
|
||
|
foreach ( key, team in teams )
|
||
|
{
|
||
|
foreach ( member in team )
|
||
|
member enable_exits();
|
||
|
node = nodes[ key ];
|
||
|
dir = AnglesToForward( node.angles );
|
||
|
group = group_create( team );
|
||
|
if ( group.ai_array.size > 3 )
|
||
|
group.fleethreshold = 2;
|
||
|
group thread tarmac_riotshield_group_handle_break( team );
|
||
|
group group_sprint_off();
|
||
|
group group_lock_angles( dir );
|
||
|
group group_initialize_formation( dir );
|
||
|
group group_move( node.origin, dir );
|
||
|
group thread tarmac_retreat_logic();
|
||
|
groups[ groups.size ] = group;
|
||
|
}
|
||
|
|
||
|
return groups;
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group_van_handle_break( team )
|
||
|
{
|
||
|
level endon( "redoing_riot_groups" );
|
||
|
|
||
|
self waittill( "break_group" );
|
||
|
|
||
|
team = array_removeDead( team );
|
||
|
foreach ( member in team )
|
||
|
{
|
||
|
member riotshield_unlock_orientation();
|
||
|
member riotshield_sprint_off();
|
||
|
member.goalradius = 1024;
|
||
|
member set_force_color( "blue" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_move_through_smoke()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self SetGoalPos( self.origin );
|
||
|
self.goalradius = 16;
|
||
|
self disable_exits();
|
||
|
|
||
|
flag_wait( "tarmac_heat_fight" );
|
||
|
wait 1.3;
|
||
|
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
if ( !isdefined( node ) )
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
|
||
|
goal_type = undefined;
|
||
|
//only nodes and structs dont have classnames - ents do
|
||
|
if ( !isdefined( node.classname ) )
|
||
|
{
|
||
|
//only structs don't have types, nodes do
|
||
|
if ( !isdefined( node.type ) )
|
||
|
goal_type = "struct";
|
||
|
else
|
||
|
goal_type = "node";
|
||
|
}
|
||
|
else
|
||
|
goal_type = "origin";
|
||
|
|
||
|
require_player_dist = 300;
|
||
|
|
||
|
//calling this because i DO want the radius to explode
|
||
|
self thread maps\_spawner::go_to_node( node, goal_type, undefined, require_player_dist );
|
||
|
|
||
|
wait 1;
|
||
|
self enable_exits();
|
||
|
}
|
||
|
|
||
|
tarmac_enemies_wave1()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.dontEverShoot = true;
|
||
|
self.targetname = "tarmac_enemies_wave1";
|
||
|
thread enable_teamflashbangImmunity();
|
||
|
self enable_teamflashbangImmunity();
|
||
|
//self AddAIEventListener( "grenade danger" );
|
||
|
|
||
|
self add_wait( ::waittill_msg, "damage" );
|
||
|
//self add_wait( ::_waittillmatch, "ai_event", "grenade danger" );
|
||
|
self add_wait( ::waittill_msg, "bullet_hitshield" );
|
||
|
level add_wait( ::flag_wait, "tarmac_open_fire" );
|
||
|
do_wait_any();
|
||
|
|
||
|
flag_set( "tarmac_open_fire" );
|
||
|
|
||
|
wait RandomFloatRange( .75, 1.25 );
|
||
|
|
||
|
self.dontEverShoot = undefined;
|
||
|
|
||
|
if ( !isdefined( self.script_noteworthy ) || !issubstr( self.script_noteworthy, "riotshield_group" ) )
|
||
|
self.goalradius = 1500;
|
||
|
else
|
||
|
return;// dont want riotshield guys going blue just yet
|
||
|
|
||
|
trigger_wait_targetname( "tarmac_retreat1" );
|
||
|
self set_force_color( "blue" );
|
||
|
}
|
||
|
|
||
|
tarmac_enemies_wave2()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self waittill( "goal" );
|
||
|
wait .1;
|
||
|
self.goalradius = 1024;
|
||
|
|
||
|
flag_wait( "tarmac_advance4" );
|
||
|
|
||
|
self set_force_color( "blue" );
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group( name )
|
||
|
{
|
||
|
flag_wait( "tarmac_heat_fight" );
|
||
|
|
||
|
level endon( "tarmac_riotshield_group_van_ready" );
|
||
|
level endon( "redoing_riot_groups" );
|
||
|
|
||
|
wait .05;
|
||
|
dir = AnglesToForward( ( 0, 360, 0 ) );
|
||
|
|
||
|
team = get_living_ai_array( name, "script_noteworthy" );
|
||
|
foreach ( member in team )
|
||
|
member riotshield_lock_orientation( 360 );
|
||
|
|
||
|
group = group_create( team );
|
||
|
if ( group.ai_array.size > 3 )
|
||
|
group.fleethreshold = 2;
|
||
|
group group_initialize_formation( dir );
|
||
|
group endon( "break_group" );
|
||
|
|
||
|
group thread tarmac_riotshield_group_handle_break( team );
|
||
|
|
||
|
node = undefined;
|
||
|
nodename = undefined;
|
||
|
|
||
|
switch( name )
|
||
|
{
|
||
|
case "riotshield_group_1":
|
||
|
nodename = "group1";
|
||
|
break;
|
||
|
case "riotshield_group_2":
|
||
|
nodename = "group2";
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
wait 10;// wait for certain time before even thinking of retreating.
|
||
|
//iprintlnbold( "retreat" );
|
||
|
|
||
|
flag_wait( "tarmac_retreat1" );
|
||
|
|
||
|
node = getstruct( "tarmac_riot_node_retreat1_" + nodename, "targetname" );
|
||
|
group group_move( node.origin, dir );
|
||
|
group thread tarmac_retreat_logic();
|
||
|
|
||
|
flag_wait( "tarmac_retreat2" );
|
||
|
|
||
|
node = getstruct( "tarmac_riot_node_retreat2_" + nodename, "targetname" );
|
||
|
group group_move( node.origin, dir );
|
||
|
group thread tarmac_retreat_logic();
|
||
|
|
||
|
flag_wait( "tarmac_retreat3" );
|
||
|
|
||
|
node = getstruct( "tarmac_riot_node_retreat3_" + nodename, "targetname" );
|
||
|
group group_move( node.origin, dir );
|
||
|
group thread tarmac_retreat_logic();
|
||
|
}
|
||
|
|
||
|
tarmac_retreat_logic()
|
||
|
{
|
||
|
|
||
|
team = array_removeDead( self.ai_array );
|
||
|
if ( !team.size )
|
||
|
return;
|
||
|
|
||
|
self group_fastwalk_on();
|
||
|
|
||
|
foreach ( member in team )
|
||
|
{
|
||
|
member notify( "tarmac_retreat_logic" );
|
||
|
|
||
|
member add_wait( ::waittill_msg, "goal" );
|
||
|
level add_endon( "redoing_riot_groups" );
|
||
|
self add_endon( "break_group" );
|
||
|
member add_endon( "damage" );
|
||
|
member add_endon( "bad_path" );
|
||
|
member add_abort( ::waittill_msg, "tarmac_retreat_logic" );
|
||
|
member add_func( ::riotshield_fastwalk_off );
|
||
|
thread do_wait();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group_handle_break( team )
|
||
|
{
|
||
|
level endon( "redoing_riot_groups" );
|
||
|
self waittill( "break_group" );
|
||
|
|
||
|
team = array_removeDead( team );
|
||
|
foreach ( member in team )
|
||
|
member set_force_color( "blue" );
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group_3()
|
||
|
{
|
||
|
level endon( "tarmac_riotshield_group_van_ready" );
|
||
|
|
||
|
trigger_wait( "tarmac_enemies_wave2", "target" );
|
||
|
|
||
|
node = getstruct( "tarmac_riot_node_group3", "targetname" );
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
dir = AnglesToForward( node.angles );
|
||
|
|
||
|
team = get_living_ai_array( "riotshield_group_3", "script_noteworthy" );
|
||
|
|
||
|
group = group_create( team );
|
||
|
group.fleethreshold = 2;
|
||
|
group group_lock_angles( AnglesToForward( ( 0, 360, 0 ) ) );
|
||
|
group group_initialize_formation( dir );
|
||
|
|
||
|
group thread tarmac_riotshield_group3_handle_break( team );
|
||
|
|
||
|
group group_move( node.origin, dir );
|
||
|
group group_sprint_on();
|
||
|
|
||
|
group add_wait( ::waittill_msg, "goal" );
|
||
|
group add_wait( ::waittill_msg, "break_group" );
|
||
|
level add_wait( ::flag_wait, "tarmac_advance4" );
|
||
|
do_wait_any();
|
||
|
|
||
|
group group_sprint_off();
|
||
|
|
||
|
level notify( "redoing_riot_groups" );
|
||
|
|
||
|
team = get_living_ai_array( "riotshield_group_3", "script_noteworthy" );
|
||
|
team = array_combine( team, get_living_ai_array( "riotshield_group_1", "script_noteworthy" ) );
|
||
|
team = array_combine( team, get_living_ai_array( "riotshield_group_2", "script_noteworthy" ) );
|
||
|
group = group_create( team );
|
||
|
group.fleethreshold = 2;
|
||
|
group group_lock_angles( dir );
|
||
|
group group_initialize_formation( dir );
|
||
|
group thread tarmac_riotshield_group3_handle_break( team );
|
||
|
group group_move( node.origin, dir );
|
||
|
group thread tarmac_retreat_logic();
|
||
|
|
||
|
flag_wait( "tarmac_advance4" );
|
||
|
|
||
|
node = getstruct( "tarmac_riot_node_group3_retreat1", "targetname" );
|
||
|
dir = AnglesToForward( node.angles );
|
||
|
group group_lock_angles( dir );
|
||
|
group group_initialize_formation( dir );
|
||
|
group group_move( node.origin, dir );
|
||
|
group thread tarmac_retreat_logic();
|
||
|
}
|
||
|
|
||
|
tarmac_riotshield_group3_handle_break( team )
|
||
|
{
|
||
|
level endon( "redoing_riot_groups" );
|
||
|
self waittill( "break_group" );
|
||
|
|
||
|
team = array_removeDead( team );
|
||
|
foreach ( member in team )
|
||
|
{
|
||
|
member riotshield_sprint_off();
|
||
|
member riotshield_unlock_orientation();
|
||
|
member set_force_color( "blue" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_enemies_runners()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "long_death" );
|
||
|
|
||
|
self.ignoreme = true;
|
||
|
self.interval = 0;
|
||
|
self.disablearrivals = true;
|
||
|
self disable_surprise();
|
||
|
self.disableBulletWhizbyReaction = true;
|
||
|
self set_generic_run_anim( "sprint_loop_distant" );
|
||
|
|
||
|
self waittill( "reached_path_end" );
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
tarmac_enemies_2ndfloor()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "long_death" );
|
||
|
|
||
|
flag_set( "tarmac_enemies_2ndfloor" );
|
||
|
|
||
|
self.interval = 0;
|
||
|
self SetThreatBiasGroup( "2ndfloorenemies" );
|
||
|
|
||
|
self disable_surprise();
|
||
|
// self.disableBulletWhizbyReaction = true;
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
|
||
|
self.ignoreall = false;
|
||
|
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
|
||
|
if ( IsDefined( node.script_noteworthy ) && node.script_noteworthy == "flash_throw" )
|
||
|
{
|
||
|
waittillframeend;// so that the large goal radius will be set
|
||
|
self.goalradius = 8;
|
||
|
self.ignoreall = true;
|
||
|
|
||
|
wait RandomFloatRange( .5, 1 );
|
||
|
|
||
|
self.allowdeath = true;
|
||
|
if ( cointoss() )
|
||
|
self anim_generic( self, "coverstand_grenadeA" );
|
||
|
else
|
||
|
self anim_generic( self, "coverstand_grenadeB" );
|
||
|
|
||
|
self.goalradius = 512;
|
||
|
self.ignoreall = false;
|
||
|
}
|
||
|
|
||
|
flag_wait_either( "tarmac_advance6", "tarmac_2ndfloor_move_back" );
|
||
|
|
||
|
/*
|
||
|
node = GetNode( "floor2_node2", "targetname" );
|
||
|
self.radius = node.radius;
|
||
|
self SetGoalNode( node );
|
||
|
*/
|
||
|
self.ignoreall = true;
|
||
|
self.ignoreme = true;
|
||
|
|
||
|
nodes = GetNodeArray( "floor2_covernodes2", "targetname" );
|
||
|
foreach ( node in nodes )
|
||
|
{
|
||
|
if ( IsDefined( node.taken ) )
|
||
|
continue;
|
||
|
|
||
|
self.goalradius = 8;
|
||
|
node.taken = self;
|
||
|
self SetGoalNode( node );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
self.goalradius = 512;
|
||
|
self.ignoreall = false;
|
||
|
self.ignoreme = false;
|
||
|
|
||
|
flag_wait( "tarmac_clear_out_2nd_floor" );
|
||
|
|
||
|
self.ignoreall = true;
|
||
|
self.ignoreme = true;
|
||
|
self.goalradius = 64;
|
||
|
node = GetNode( "tarmac_2ndfloor_clearout", "targetname" );
|
||
|
self SetGoalPos( node.origin );
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
tarmac_van_stuff( snd, value )
|
||
|
{
|
||
|
level notify( "spawned" + value );
|
||
|
|
||
|
self PlaySound( snd );
|
||
|
}
|
||
|
|
||
|
tarmac_van_fake( value )
|
||
|
{
|
||
|
model = Spawn( "script_model", self.origin );
|
||
|
model.angles = self.angles;
|
||
|
|
||
|
model SetModel( self.model );
|
||
|
|
||
|
level waittill( "spawned" + value );
|
||
|
model Delete();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* TARMAC OUTTER EDGE */
|
||
|
/************************************************************************************************************/
|
||
|
|
||
|
tarmac_security_backup()
|
||
|
{
|
||
|
self waittill( "drone_spawned", guy );
|
||
|
guy waittill( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
wait 8;
|
||
|
|
||
|
self.count = 1;
|
||
|
guy = self spawn_ai();
|
||
|
guy waittill( "death" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_security()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
wait .1;
|
||
|
|
||
|
self.allowdeath = true;
|
||
|
self give_beretta();
|
||
|
self ent_flag_init( "moving" );
|
||
|
|
||
|
self add_wait( ::waittill_msg, "death" );
|
||
|
self add_func( ::flag_set, "tarmac_killed_security" );
|
||
|
thread do_wait();
|
||
|
|
||
|
//self.target_obj = SpawnStruct();
|
||
|
//self.target_obj.origin = ( 512, 2592, -32 );
|
||
|
self.target_obj = level.player;
|
||
|
|
||
|
self.ref = Spawn( "script_origin", self.origin );
|
||
|
self add_wait( ::waittill_msg, "death" );
|
||
|
self.ref add_call( ::Delete );
|
||
|
thread do_wait();
|
||
|
|
||
|
if ( IsDefined( self.script_noteworthy ) )
|
||
|
self thread tarmac_sec_node_behavior_loop();
|
||
|
else
|
||
|
self thread tarmac_sec_node_simple_loop();
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self notify( "tarmac_police_fire" );
|
||
|
|
||
|
flag_wait_either( "tarmac_too_far", "tarmac_killed_security" );
|
||
|
|
||
|
wait RandomFloat( 1 );
|
||
|
|
||
|
self thread tarmac_police_fire();
|
||
|
|
||
|
flag_waitopen( "tarmac_too_far" );
|
||
|
flag_waitopen( "tarmac_killed_security" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_sec_node_simple_loop()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.target_obj endon( "death" );
|
||
|
|
||
|
self tarmac_sec_node_stand_idle();
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
tarmac_sec_node_stand_update();
|
||
|
|
||
|
wait .1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_sec_node_behavior_loop()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.target_obj endon( "death" );
|
||
|
|
||
|
self.tarmac_sec_node_funcs[ "stand" ] = ::tarmac_sec_node_logic_stand;
|
||
|
self.tarmac_sec_node_funcs[ "walk" ] = ::tarmac_sec_node_logic_walk;
|
||
|
self.tarmac_sec_node_funcs[ "run" ] = ::tarmac_sec_node_logic_run;
|
||
|
|
||
|
self.radius = 16;
|
||
|
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
name = "walk";
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
//if the next node is stand - move there first with the last movement type
|
||
|
if ( node.script_noteworthy == "stand" )
|
||
|
tarmac_sec_do_this_node( node, name );
|
||
|
|
||
|
//otherwise do movement code to the next node
|
||
|
name = node.script_noteworthy;
|
||
|
tarmac_sec_do_this_node( node, name );
|
||
|
|
||
|
node = getstruct( node.target, "targetname" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_sec_node_logic_stand( node )
|
||
|
{
|
||
|
tarmac_sec_node_stand_idle();
|
||
|
|
||
|
interval = .1;
|
||
|
count = RandomFloatRange( 5, 10 );
|
||
|
|
||
|
while ( count > 0 )
|
||
|
{
|
||
|
tarmac_sec_node_stand_update();
|
||
|
|
||
|
wait interval;
|
||
|
count -= interval;
|
||
|
}
|
||
|
|
||
|
self.ref notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self Unlink();
|
||
|
}
|
||
|
|
||
|
tarmac_sec_node_stand_idle()
|
||
|
{
|
||
|
self.ref.origin = self.origin;
|
||
|
self.ref.angles = self.angles;
|
||
|
self LinkTo( self.ref );
|
||
|
|
||
|
|
||
|
self ClearAnim( %body, 0.2 );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self SetFlaggedAnimKnobAllRestart( "drone_anim", %pistol_stand_aim_5, %body, 1, 0.2, 1 );
|
||
|
// self.ref thread anim_generic_loop( self, "pistol_stand_aim_5" );
|
||
|
}
|
||
|
|
||
|
tarmac_sec_node_stand_update()
|
||
|
{
|
||
|
origin = ( self.target_obj.origin[ 0 ], self.target_obj.origin[ 1 ], self.origin[ 2 ] );
|
||
|
angles = VectorToAngles( origin - self.origin );
|
||
|
self.ref RotateTo( angles, .05 );
|
||
|
}
|
||
|
|
||
|
tarmac_sec_node_logic_walk( node )
|
||
|
{
|
||
|
origin = ( self.target_obj.origin[ 0 ], self.target_obj.origin[ 1 ], self.origin[ 2 ] );
|
||
|
vec1 = ( origin - self.origin );
|
||
|
vec2 = AnglesToRight( VectorToAngles( vec1 ) );
|
||
|
vec3 = ( node.origin - self.origin );
|
||
|
|
||
|
//front
|
||
|
if ( VectorDot( vec1, vec3 ) > .4 )
|
||
|
self.run_anim = "pistol_walk";
|
||
|
//right
|
||
|
else if ( VectorDot( vec2, vec3 ) >= .6 )
|
||
|
self.run_anim = "pistol_walk_left";
|
||
|
//left
|
||
|
else if ( VectorDot( vec2, vec3 ) <= .6 )
|
||
|
self.run_anim = "pistol_walk_right";
|
||
|
//back
|
||
|
else
|
||
|
self.run_anim = "pistol_walk_back";
|
||
|
|
||
|
self.run_rate = 1.0;
|
||
|
|
||
|
self tarmac_sec_node_do_movement( node );
|
||
|
}
|
||
|
|
||
|
tarmac_sec_node_logic_run( node )
|
||
|
{
|
||
|
self.run_anim = "pistol_sprint";
|
||
|
self.run_rate = .8;
|
||
|
|
||
|
self tarmac_sec_node_do_movement( node );
|
||
|
}
|
||
|
|
||
|
//do movement code
|
||
|
tarmac_sec_node_do_movement( node )
|
||
|
{
|
||
|
self thread tarmac_sec_run_cycle( node );
|
||
|
|
||
|
self tarmac_sec_node_goal( node );
|
||
|
|
||
|
self ClearAnim( %body, 0.2 );
|
||
|
self StopAnimScripted();
|
||
|
}
|
||
|
|
||
|
//play proper animations at proper angles
|
||
|
tarmac_sec_run_cycle( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "goal" );
|
||
|
self.target_obj endon( "death" );
|
||
|
|
||
|
self ClearAnim( %body, 0.2 );
|
||
|
self StopAnimScripted();
|
||
|
|
||
|
self SetFlaggedAnimKnobAllRestart( "drone_anim", getanim_generic( self.run_anim ), %body, 1, 0.2, self.moveplaybackrate * self.run_rate );
|
||
|
|
||
|
angles = tarmac_sec_find_move_angles( node );
|
||
|
|
||
|
self RotateTo( angles, .2 );
|
||
|
wait .2;
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
angles = tarmac_sec_find_move_angles( node );
|
||
|
|
||
|
self RotateTo( angles, .2 );
|
||
|
wait .2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_sec_find_move_angles( node )
|
||
|
{
|
||
|
angles = undefined;
|
||
|
switch( self.run_anim )
|
||
|
{
|
||
|
case "pistol_walk_left":
|
||
|
angles = VectorToAngles( AnglesToRight( VectorToAngles( ( self.origin - node.origin ) ) ) );
|
||
|
break;
|
||
|
case "pistol_walk_right":
|
||
|
angles = VectorToAngles( AnglesToRight( VectorToAngles( ( node.origin - self.origin ) ) ) );
|
||
|
break;
|
||
|
case "pistol_walk":
|
||
|
angles = VectorToAngles( ( node.origin - self.origin ) );
|
||
|
break;
|
||
|
case "pistol_walk_back":
|
||
|
angles = VectorToAngles( ( self.origin - node.origin ) );
|
||
|
break;
|
||
|
case "pistol_sprint":
|
||
|
angles = VectorToAngles( VectorNormalize( node.origin - self.origin ) );
|
||
|
break;
|
||
|
}
|
||
|
return angles;
|
||
|
}
|
||
|
|
||
|
//wait till goal
|
||
|
tarmac_sec_node_goal( node )
|
||
|
{
|
||
|
self ent_flag_set( "moving" );
|
||
|
while ( DistanceSquared( self.origin, node.origin ) > squared( self.radius ) )
|
||
|
wait .05;
|
||
|
self ent_flag_clear( "moving" );
|
||
|
self notify( "goal" );
|
||
|
}
|
||
|
|
||
|
//run the proper logic on this node
|
||
|
tarmac_sec_do_this_node( node, name )
|
||
|
{
|
||
|
/#
|
||
|
//self thread tarmac_sec_debug_node( node );
|
||
|
#/
|
||
|
func = self.tarmac_sec_node_funcs[ name ];
|
||
|
self [[ func ]]( node );
|
||
|
}
|
||
|
|
||
|
//debug lines
|
||
|
tarmac_sec_debug_node( node )
|
||
|
{
|
||
|
self notify( "debug_goal" );
|
||
|
thread draw_line_from_ent_to_ent_until_notify( self, node, 1, 1, 1, self, "debug_goal" );
|
||
|
thread draw_circle_until_notify( node.origin, self.radius, 1, 1, 1, self, "debug_goal" );
|
||
|
}
|
||
|
|
||
|
give_beretta()
|
||
|
{
|
||
|
self gun_remove();
|
||
|
self.weapon = "beretta";
|
||
|
gun = GetWeaponModel( self.weapon );
|
||
|
self Attach( gun, "tag_weapon_right" );
|
||
|
|
||
|
self HidePart( "TAG_SILENCER" );
|
||
|
}
|
||
|
|
||
|
tarmac_littlebird_sniper()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.ignoreme = true;
|
||
|
self.favoriteenemy = level.player;
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self.dontevershoot = true;
|
||
|
self notify( "tarmac_sniper_fire" );
|
||
|
|
||
|
flag_wait_either( "tarmac_too_far", "tarmac_killed_security" );
|
||
|
thread flag_clear_delayed( "tarmac_killed_security", 6 );
|
||
|
|
||
|
self.dontEverShoot = undefined;
|
||
|
self thread tarmac_sniper_fire();
|
||
|
|
||
|
flag_waitopen( "tarmac_too_far" );
|
||
|
flag_waitopen( "tarmac_killed_security" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_heli_bc_off()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
flag_wait( "tarmac_open_fire" );
|
||
|
|
||
|
wait .5;
|
||
|
|
||
|
self set_battlechatter( false );
|
||
|
}
|
||
|
|
||
|
tarmac_sniper_fire()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "tarmac_sniper_fire" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
if ( self CanSee( level.player ) )
|
||
|
self fake_fire();
|
||
|
wait RandomFloatRange( 1.4, 3 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_police_fire()
|
||
|
{
|
||
|
self endon( "tarmac_police_fire" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
if ( !self ent_flag( "moving" ) )
|
||
|
self fake_fire();
|
||
|
wait RandomFloatRange( .3, .5 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fake_fire()
|
||
|
{
|
||
|
if ( IsAI( self ) ) // regular AI
|
||
|
self Shoot();
|
||
|
else // DRONE
|
||
|
{
|
||
|
fireAnim = %pistol_stand_fire_A;
|
||
|
self SetAnimKnobRestart( fireAnim, 1, .2, 1.0 );
|
||
|
self delayCall( .25, ::clearAnim, fireAnim, 0 );
|
||
|
PlayFXOnTag( getfx( "pistol_muzzleflash" ), self, "tag_flash" );
|
||
|
}
|
||
|
|
||
|
type = maps\_gameskill::get_skill_from_index( level.player.gameskill );
|
||
|
|
||
|
if ( type == "easy" )
|
||
|
MagicBullet( self.weapon, self GetTagOrigin( "tag_flash" ), level.player GetEye() + ( RandomFloat( 32 ), RandomFloat( 32 ), RandomFloat( 32 ) ) );
|
||
|
else
|
||
|
MagicBullet( self.weapon, self GetTagOrigin( "tag_flash" ), level.player GetEye() + ( RandomFloat( 64 ), RandomFloat( 64 ), RandomFloat( 64 ) ) );
|
||
|
}
|
||
|
|
||
|
tarmac_handle_player_too_far()
|
||
|
{
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
trigger = GetEnt( "tarmac_player_too_far", "targetname" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
trigger waittill( "trigger" );
|
||
|
|
||
|
flag_set( "tarmac_too_far" );
|
||
|
oldstring = level.fail_string;
|
||
|
// The police barricade has too much fire power to confront.
|
||
|
level.fail_string = &"AIRPORT_FAIL_POLICE_BARRICADE";
|
||
|
thread tarmac_handle_player_too_far_death();
|
||
|
|
||
|
while ( level.player IsTouching( trigger ) )
|
||
|
wait .1;
|
||
|
|
||
|
flag_clear( "tarmac_too_far" );
|
||
|
level.fail_string = oldstring;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_handle_player_too_far_death()
|
||
|
{
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
level endon( "tarmac_too_far" );
|
||
|
|
||
|
level.player waittill( "death" );
|
||
|
|
||
|
SetDvar( "ui_deadquote", level.fail_string );
|
||
|
missionFailedWrapper();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* TARMAC FRIENDLY LOGIC */
|
||
|
/************************************************************************************************************/
|
||
|
tarmac_moveout( node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
self.dontEverShoot = true;
|
||
|
self.ignoreall = false;
|
||
|
self.ignoreme = false;
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
self.combatMode = "cover";
|
||
|
self.interval = 0;
|
||
|
self.noDodgeMove = false;
|
||
|
|
||
|
self enable_arrivals();
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "saw":
|
||
|
break;
|
||
|
|
||
|
case "makarov":
|
||
|
delayThread( .5, ::radio_dialogue, "airport_mkv_go" );
|
||
|
wait .75;
|
||
|
break;
|
||
|
|
||
|
case "m4":
|
||
|
wait 2;
|
||
|
break;
|
||
|
|
||
|
case "shotgun":
|
||
|
wait 1.5;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
wait 1.25;
|
||
|
|
||
|
self StopAnimScripted();
|
||
|
self thread follow_path( node );
|
||
|
|
||
|
node waittill( "trigger" );
|
||
|
flag_set( "tarmac_pre_heat_fight" );
|
||
|
self disable_cqbwalk();
|
||
|
self clear_run_anim();
|
||
|
self PushPlayer( false );
|
||
|
|
||
|
flag_wait( "tarmac_heat_fight" );
|
||
|
self enable_heat_behavior();
|
||
|
|
||
|
self waittill( "reached_path_end" );
|
||
|
|
||
|
flag_wait( "tarmac_open_fire" );
|
||
|
self.dontEverShoot = undefined;
|
||
|
|
||
|
flag_wait( "tarmac_retreat1" );
|
||
|
self set_force_color( "red" );
|
||
|
}
|
||
|
|
||
|
tarmac_kill_friendly()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self thread tarmac_kill_friendly_bsc();
|
||
|
|
||
|
self unmake_hero();
|
||
|
if ( IsDefined( self.magic_bullet_shield ) )
|
||
|
self stop_magic_bullet_shield();
|
||
|
|
||
|
self.maxhealth = 250;
|
||
|
self.health = 250;
|
||
|
self.grenadeawareness = 0;
|
||
|
self.noGrenadeReturnThrow = true;
|
||
|
|
||
|
trigger_wait_targetname( "tarmac_advance8" );
|
||
|
|
||
|
self thread tarmac_kill_friendly_kill();
|
||
|
}
|
||
|
|
||
|
tarmac_kill_friendly_bsc()
|
||
|
{
|
||
|
self waittill( "death" );
|
||
|
|
||
|
flag_waitopen( "tarmac_bcs" );
|
||
|
|
||
|
makarov = level.makarov;
|
||
|
victor = level.team[ "m4" ];
|
||
|
|
||
|
wait RandomFloat( .1 );
|
||
|
|
||
|
if ( flag( "tarmac_kill_friendly_bsc" ) )
|
||
|
return;
|
||
|
flag_set( "tarmac_kill_friendly_bsc" );
|
||
|
|
||
|
flag_set( "tarmac_bcs" );
|
||
|
victor dialogue_queue( "man_down" );
|
||
|
makarov dialogue_queue( "man_down" );
|
||
|
flag_clear( "tarmac_bcs" );
|
||
|
}
|
||
|
|
||
|
tarmac_kill_friendly_kill()
|
||
|
{
|
||
|
if ( IsDefined( self.magic_bullet_shield ) )
|
||
|
self stop_magic_bullet_shield();
|
||
|
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
handle_tarmac_threat_bias()
|
||
|
{
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "trigger", guy );
|
||
|
|
||
|
guy SetThreatBiasGroup( "underpass_guys" );
|
||
|
guy thread handle_tarmac_threat_bias_guy( self );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
handle_tarmac_threat_bias_guy( trigger )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if ( IsDefined( self.handle_tarmac_threat_bias_guy ) )
|
||
|
return;
|
||
|
self.handle_tarmac_threat_bias_guy = true;
|
||
|
|
||
|
while ( self IsTouching( trigger ) )
|
||
|
wait .1;
|
||
|
|
||
|
self.handle_tarmac_threat_bias_guy = undefined;
|
||
|
self SetThreatBiasGroup();
|
||
|
}
|
||
|
|
||
|
handle_threat_bias_stuff()
|
||
|
{
|
||
|
CreateThreatBiasGroup( "2ndfloorenemies" );
|
||
|
CreateThreatBiasGroup( "underpass_guys" );
|
||
|
SetIgnoreMeGroup( "2ndfloorenemies", "underpass_guys" );
|
||
|
SetIgnoreMeGroup( "underpass_guys", "2ndfloorenemies" );
|
||
|
|
||
|
GetEnt( "tarmac_threatbias_group", "targetname" ) thread handle_tarmac_threat_bias();
|
||
|
}
|
||
|
|
||
|
tarmac_autosaves_wait()
|
||
|
{
|
||
|
add_wait( ::flag_wait, "tarmac_enemies_wave1_dead" );
|
||
|
add_wait( ::flag_wait, "tarmac_enemies_wave2_dead" );
|
||
|
add_wait( ::flag_wait, "tarmac_van_guys_dead" );
|
||
|
add_wait( ::flag_wait, "tarmac_van_guys2_dead" );
|
||
|
add_abort( ::flag_wait, "do_not_save" );
|
||
|
add_func( ::autosave_or_timeout, "tarmac_left_underpass", 4 );
|
||
|
thread do_wait();
|
||
|
|
||
|
if ( !flag( "do_not_save" ) )
|
||
|
thread autosave_by_name( "tarmac_heat_fight" );
|
||
|
|
||
|
trigger_wait( "tarmac_enemies_wave2", "target" );
|
||
|
if ( !flag( "do_not_save" ) )
|
||
|
thread autosave_or_timeout( "tarmac_wave2launch", 4 );
|
||
|
|
||
|
trigger_wait( "tarmac_advance5", "targetname" );
|
||
|
if ( !flag( "do_not_save" ) )
|
||
|
thread autosave_or_timeout( "tarmac_at_underpass", 4 );
|
||
|
|
||
|
trigger_wait( "tarmac_advance8", "targetname" );
|
||
|
if ( !flag( "do_not_save" ) )
|
||
|
thread autosave_or_timeout( "tarmac_left_underpass", 4 );
|
||
|
}
|
||
|
|
||
|
tarmac_escape_music()
|
||
|
{
|
||
|
trigger_wait( "tarmac_advance8", "targetname" );
|
||
|
|
||
|
ai = GetAIArray( "axis" );
|
||
|
remove = get_living_ai_array( "tarmac_enemies_2ndfloor", "script_noteworthy" );
|
||
|
remove = array_combine( remove, get_living_ai_array( "tarmac_littlebird_sniper", "script_noteworthy" ) );
|
||
|
remove = array_combine( remove, get_living_ai_array( "tarmac_littlebird_sniper2", "script_noteworthy" ) );
|
||
|
ai = array_remove_array( ai, remove );
|
||
|
|
||
|
if ( ai.size > 4 )
|
||
|
waittill_dead_or_dying( ai, ai.size - 4 );
|
||
|
|
||
|
flag_set( "tarmac_clear_out_2nd_floor" );
|
||
|
music_escape();
|
||
|
}
|
||
|
|
||
|
tarmac_makarov_last_node()
|
||
|
{
|
||
|
node = GetNode( "tarmac_makarov_last_node", "targetname" );
|
||
|
|
||
|
trigger_wait( "tarmac_advance8", "targetname" );
|
||
|
|
||
|
ai = GetAIArray( "axis" );
|
||
|
remove = get_living_ai_array( "tarmac_enemies_2ndfloor", "script_noteworthy" );
|
||
|
remove = array_combine( remove, get_living_ai_array( "tarmac_littlebird_sniper", "script_noteworthy" ) );
|
||
|
remove = array_combine( remove, get_living_ai_array( "tarmac_littlebird_sniper2", "script_noteworthy" ) );
|
||
|
ai = array_remove_array( ai, remove );
|
||
|
|
||
|
if ( ai.size > 3 )
|
||
|
waittill_dead_or_dying( ai, ai.size - 3 );
|
||
|
|
||
|
level.makarov disable_ai_color();
|
||
|
level.makarov SetGoalNode( node );
|
||
|
level.makarov.radius = node.radius;
|
||
|
}
|
||
|
|
||
|
tarmac_hide_elevator()
|
||
|
{
|
||
|
elevator_house = GetEntArray( "elevator_housing", "targetname" );
|
||
|
foreach ( member in elevator_house )
|
||
|
{
|
||
|
member Hide();
|
||
|
member NotSolid();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_get_enemies()
|
||
|
{
|
||
|
ai = GetAIArray( "axis" );
|
||
|
remove = get_living_ai_array( "tarmac_enemies_2ndfloor", "script_noteworthy" );
|
||
|
remove = array_combine( remove, get_living_ai_array( "tarmac_littlebird_sniper", "script_noteworthy" ) );
|
||
|
remove = array_combine( remove, get_living_ai_array( "tarmac_littlebird_sniper2", "script_noteworthy" ) );
|
||
|
ai = array_remove_array( ai, remove );
|
||
|
|
||
|
return ai;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* TARMAC VAN LOGIC */
|
||
|
/************************************************************************************************************/
|
||
|
tarmac_van_setup( name )
|
||
|
{
|
||
|
van_hack = GetEnt( name, "targetname" );
|
||
|
|
||
|
tarmac_van_create();
|
||
|
array_thread( GetEntArray( van_hack.target, "targetname" ), ::add_spawn_function, ::tarmac_van_attach_guy, self );
|
||
|
|
||
|
van_hack Delete();
|
||
|
|
||
|
self waittill_any( "reached_end_node", "death" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
self notify( "hack_unload" );
|
||
|
}
|
||
|
|
||
|
tarmac_van_attach_guy( van )
|
||
|
{
|
||
|
if ( IsDefined( self.script_startingposition ) && van.seats[ self.script_startingposition ][ "free" ] )
|
||
|
self tarmac_van_guy_take_seat( van, self.script_startingposition );
|
||
|
else
|
||
|
{
|
||
|
foreach ( index, seat in van.seats )
|
||
|
{
|
||
|
if ( !seat[ "free" ] )
|
||
|
continue;
|
||
|
|
||
|
self tarmac_van_guy_take_seat( van, index );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_van_guy_take_seat( van, index )
|
||
|
{
|
||
|
van.seats[ index ][ "free" ] = false;
|
||
|
self LinkTo( van.seats[ index ][ "node" ] );
|
||
|
|
||
|
if ( index == 0 )
|
||
|
van.seats[ index ][ "node" ] thread anim_generic_loop( self, "bm21_driver_idle" );
|
||
|
else
|
||
|
van.seats[ index ][ "node" ] thread anim_generic_loop( self, "riotshield_idle" );
|
||
|
van.seats[ index ][ "guy" ] = self;
|
||
|
self.van_seat = van.seats[ index ][ "node" ];
|
||
|
}
|
||
|
|
||
|
tarmac_van_wait_unload()
|
||
|
{
|
||
|
self waittill( "hack_unload" );
|
||
|
|
||
|
foreach ( index, seat in self.seats )
|
||
|
{
|
||
|
if ( IsAlive( seat[ "guy" ] ) )
|
||
|
self thread tarmac_van_unload_guy( index, seat );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tarmac_van_unload_guy( index, seat )
|
||
|
{
|
||
|
guy = seat[ "guy" ];
|
||
|
|
||
|
self thread tarmac_van_unload_check( index, guy );
|
||
|
|
||
|
guy endon( "death" );
|
||
|
|
||
|
if ( IsDefined( guy.nounload ) )
|
||
|
{
|
||
|
wait .1;
|
||
|
guy notify( "hack_unloaded" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
node = undefined;
|
||
|
movenode = undefined;
|
||
|
animation = undefined;
|
||
|
time = 0;
|
||
|
interval = 0;
|
||
|
|
||
|
switch( index )
|
||
|
{
|
||
|
case 0:
|
||
|
interval = 0;
|
||
|
node = self.seats[ 0 ][ "node" ];
|
||
|
animation = "bm21_driver_climbout";
|
||
|
break;
|
||
|
case 1:
|
||
|
case 3:
|
||
|
case 5:
|
||
|
case 7:
|
||
|
interval = index - 1;
|
||
|
node = self.seats[ 1 ][ "node" ];
|
||
|
animation = "traverse_jumpdown_40";
|
||
|
break;
|
||
|
case 2:
|
||
|
case 4:
|
||
|
case 6:
|
||
|
case 8:
|
||
|
interval = index - 2;
|
||
|
node = self.seats[ 2 ][ "node" ];
|
||
|
animation = "traverse_jumpdown_40";
|
||
|
wait RandomFloatRange( .1, .4 );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
wait interval * .5;
|
||
|
|
||
|
self.seats[ index ][ "node" ] notify( "stop_loop" );
|
||
|
guy StopAnimScripted();
|
||
|
guy.allowdeath = true;
|
||
|
|
||
|
length = GetAnimLength( getGenericAnim( animation ) );
|
||
|
|
||
|
if ( index == 0 )
|
||
|
{
|
||
|
movenode = Spawn( "script_origin", node.origin );
|
||
|
movenode.angles = self.angles;
|
||
|
guy LinkTo( movenode );
|
||
|
|
||
|
movenode thread anim_generic( guy, animation );
|
||
|
wait .25;
|
||
|
movenode MoveZ( 8, .25 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
forward = AnglesToForward( node.angles );
|
||
|
|
||
|
movenode = Spawn( "script_origin", node.origin + vector_multiply( forward, 16 ) );
|
||
|
movenode.angles = self.angles;
|
||
|
guy LinkTo( movenode );
|
||
|
|
||
|
guy.moveplaybackrate = RandomFloatRange( .9, 1.1 );
|
||
|
movenode thread anim_generic( guy, animation );
|
||
|
|
||
|
guy delayThread( length - .2, ::anim_stopanimscripted );
|
||
|
wait .25;
|
||
|
movenode MoveZ( 12, .25 );
|
||
|
wait .25;
|
||
|
guy Unlink();
|
||
|
}
|
||
|
|
||
|
guy waittill( "single anim" );
|
||
|
guy.moveplaybackrate = 1;
|
||
|
//guy Unlink();
|
||
|
movenode Delete();
|
||
|
|
||
|
guy notify( "hack_unloaded" );
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
tarmac_van_unload_check( index, guy )
|
||
|
{
|
||
|
guy waittill_either( "death", "hack_unloaded" );
|
||
|
|
||
|
self.seats[ index ][ "free" ] = true;
|
||
|
|
||
|
foreach ( seat in self.seats )
|
||
|
{
|
||
|
if ( !self.seats[ index ][ "free" ] )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self notify( "finished_unloading" );
|
||
|
}
|
||
|
|
||
|
tarmac_van_create()
|
||
|
{
|
||
|
van = self;
|
||
|
forward = AnglesToForward( van.angles );
|
||
|
right = AnglesToRight( van.angles );
|
||
|
angles = VectorToAngles( vector_multiply( forward, -1 ) );
|
||
|
height = ( 0, 0, 28 );
|
||
|
van.seats = [];
|
||
|
van.guys = [];
|
||
|
|
||
|
i = 0;
|
||
|
origin = van.origin + vector_multiply( forward, 44 ) + vector_multiply( right, -24 ) + ( 0, 0, 48 );
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = van.angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
i = 1;
|
||
|
origin = van.origin + vector_multiply( forward, -88 ) + vector_multiply( right, -16 ) + height;
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
i = 2;
|
||
|
origin = van.origin + vector_multiply( forward, -88 ) + vector_multiply( right, 16 ) + height;
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
i = 3;
|
||
|
origin = van.origin + vector_multiply( forward, -56 ) + vector_multiply( right, -16 ) + height;
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
i = 4;
|
||
|
origin = van.origin + vector_multiply( forward, -56 ) + vector_multiply( right, 16 ) + height;
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
i = 5;
|
||
|
origin = van.origin + vector_multiply( forward, -24 ) + vector_multiply( right, -16 ) + height;
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
i = 6;
|
||
|
origin = van.origin + vector_multiply( forward, -24 ) + vector_multiply( right, 16 ) + height;
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
i = 7;
|
||
|
origin = van.origin + vector_multiply( forward, 8 ) + vector_multiply( right, -16 ) + height;
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
i = 8;
|
||
|
origin = van.origin + vector_multiply( forward, 8 ) + vector_multiply( right, 16 ) + height;
|
||
|
van.seats[ i ] = [];
|
||
|
van.seats[ i ][ "node" ] = Spawn( "script_origin", origin );
|
||
|
van.seats[ i ][ "node" ].angles = angles;
|
||
|
van.seats[ i ][ "node" ] LinkTo( van );
|
||
|
van.seats[ i ][ "free" ] = true;
|
||
|
|
||
|
van thread tarmac_van_wait_unload();
|
||
|
}
|
||
|
|
||
|
tarmac_smoke_nodes()
|
||
|
{
|
||
|
MagicGrenadeManual( "smoke_grenade_american", self.origin, ( 0, 0, -1 ), RandomFloat( 1 ) );
|
||
|
}
|
||
|
|
||
|
tarmac_bcs_enemy()
|
||
|
{
|
||
|
if ( !flag_exist( "tarmac_bcs_enemy" ) )
|
||
|
flag_init( "tarmac_bcs_enemy" );
|
||
|
|
||
|
if ( !flag_exist( "bsc_nade" ) )
|
||
|
flag_init( "bsc_nade" );
|
||
|
|
||
|
level endon( "escape_main" );
|
||
|
|
||
|
flag_wait( "tarmac_open_fire" );
|
||
|
wait 2;
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "trigger", other );
|
||
|
|
||
|
if ( flag( "tarmac_bcs_enemy" ) )
|
||
|
continue;
|
||
|
if ( flag( "tarmac_bcs" ) )
|
||
|
continue;
|
||
|
if ( flag( "bsc_nade" ) )
|
||
|
continue;
|
||
|
|
||
|
if ( !isdefined( other ) )
|
||
|
{
|
||
|
// AssertMsg( "*** COME GRAB MO RIGHT NOW *** other should be defined from a BCS trigger set to only trigger from AI." );
|
||
|
continue;
|
||
|
}
|
||
|
if ( !isdefined( other.origin ) )
|
||
|
{
|
||
|
// AssertMsg( "*** COME GRAB MO RIGHT NOW *** other.origin should be defined from a BCS trigger set to only trigger from AI." );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( DistanceSquared( other.origin, level.player.origin ) > squared( 1024 ) )
|
||
|
continue;
|
||
|
|
||
|
flag_set( "tarmac_bcs_enemy" );
|
||
|
flag_set( "tarmac_bcs" );
|
||
|
|
||
|
if ( ( cointoss() && self.script_soundalias != "enemy_bus" ) || self.script_soundalias == "enemy_underplane" )
|
||
|
level.makarov dialogue_queue( self.script_soundalias );
|
||
|
else
|
||
|
level.team[ "m4" ] dialogue_queue( self.script_soundalias );
|
||
|
|
||
|
flag_clear( "tarmac_bcs" );
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
flag_clear( "tarmac_bcs_enemy" );
|
||
|
|
||
|
wait 15;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* ESCAPE */
|
||
|
/************************************************************************************************************/
|
||
|
escape_van_driver()
|
||
|
{
|
||
|
self.nounload = true;
|
||
|
self thread friendly_fire_watch_player();
|
||
|
}
|
||
|
|
||
|
escape_van_mate()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self thread friendly_fire_watch_player();
|
||
|
|
||
|
self.animname = "van_mate";
|
||
|
self.allowdeath = true;
|
||
|
self.health = 1;
|
||
|
self.maxhealth = 1;
|
||
|
|
||
|
self SetGoalPos( self.origin );
|
||
|
self.goalradius = 16;
|
||
|
|
||
|
level.vanmate = self;
|
||
|
|
||
|
flag_wait( "escape_van_ready" );
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
van = level.escape_van_dummy;
|
||
|
self.van_seat notify( "stop_loop" );
|
||
|
self LinkTo( van, "tag_body" );
|
||
|
van thread anim_loop_solo( self, "end_ride_in", "stop_loop", "tag_body" );
|
||
|
}
|
||
|
|
||
|
escape_van_setup( name )
|
||
|
{
|
||
|
van_hack = GetEnt( name, "targetname" );
|
||
|
|
||
|
self tarmac_van_create();
|
||
|
array_thread( GetEntArray( van_hack.target, "targetname" ), ::add_spawn_function, ::tarmac_van_attach_guy, self );
|
||
|
|
||
|
van_hack Delete();
|
||
|
|
||
|
level.escape_van_dummy = self;
|
||
|
|
||
|
flag_set( "escape_van_ready" );
|
||
|
}
|
||
|
|
||
|
escape_relax()
|
||
|
{
|
||
|
self endon( "escape_enter_van" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
if ( flag( "escape_sequence_go" ) )
|
||
|
return;
|
||
|
level endon( "escape_sequence_go" );
|
||
|
|
||
|
self waittill( "anim_reach_complete" );
|
||
|
|
||
|
if ( self == level.makarov )
|
||
|
self waittill( "stand_exposed_wave_halt_v2" );
|
||
|
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
anime = undefined;
|
||
|
loop = undefined;
|
||
|
switch( self.a.pose )
|
||
|
{
|
||
|
case "crouch":
|
||
|
self anim_generic( self, "exposed_crouch_2_stand" );
|
||
|
case "stand":
|
||
|
self anim_generic( self, "casual_stand_idle_trans_in" );
|
||
|
self thread anim_generic_loop( self, "casual_stand_idle" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
escape_setup_variables()
|
||
|
{
|
||
|
//NORMAL DYNAMIC RUN SPEED
|
||
|
level.scr_anim[ "generic" ][ "DRS_sprint" ] = %heat_run_loop;
|
||
|
level.scr_anim[ "generic" ][ "DRS_combat_jog" ] = %combat_jog;
|
||
|
level.scr_anim[ "generic" ][ "DRS_run_2_stop" ] = %run_2_stand_F_6;
|
||
|
level.scr_anim[ "generic" ][ "DRS_stop_idle" ][ 0 ] = %exposed_aim_5;
|
||
|
level.scr_anim[ "generic" ][ "signal_go" ] = undefined;
|
||
|
level.scr_anim[ "generic" ][ "DRS_run" ] = undefined;
|
||
|
|
||
|
level notify( "friendly_fire_stop_checking_for_player_fire" );
|
||
|
|
||
|
doorR = GetEnt( "ambulance_door_right", "targetname" );
|
||
|
doorL = GetEnt( "ambulance_door_left", "targetname" );
|
||
|
doorL ConnectPaths();
|
||
|
doorR ConnectPaths();
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
doorL Delete();
|
||
|
doorR Delete();
|
||
|
|
||
|
flag_clear( "friendly_fire_pause_flash" );
|
||
|
flag_clear( "friendly_fire_pause_fire" );
|
||
|
level.player.participation = 0;
|
||
|
}
|
||
|
|
||
|
escape_survivors_follow_path( nodes, dist )
|
||
|
{
|
||
|
foreach ( node in nodes )
|
||
|
{
|
||
|
if ( !isalive( level.survivors[ node.script_noteworthy ] ) )
|
||
|
continue;
|
||
|
|
||
|
time = Int( node.script_noteworthy );
|
||
|
level.survivors[ node.script_noteworthy ] delayThread( time, ::follow_path, node, dist );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
escape_create_survivors()
|
||
|
{
|
||
|
level.survivors = [];
|
||
|
|
||
|
index = 0;
|
||
|
foreach ( member in level.team )
|
||
|
{
|
||
|
if ( member == level.makarov )
|
||
|
continue;
|
||
|
index++;
|
||
|
level.survivors[ string( index ) ] = member;
|
||
|
}
|
||
|
level.survivors[ "makarov" ] = level.makarov;
|
||
|
}
|
||
|
|
||
|
escape_player_disable_jump_n_weapon()
|
||
|
{
|
||
|
/* level endon( "escape_player_is_in" );
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "trigger" );*/
|
||
|
|
||
|
// flag_wait( "" );
|
||
|
|
||
|
level.player AllowJump( false );
|
||
|
weapon = level.player get_correct_weapon();
|
||
|
store_current_weapon( weapon );
|
||
|
level.player enablePlayerWeapons( false );
|
||
|
|
||
|
/* while ( level.player IsTouching( self ) )
|
||
|
wait .05;
|
||
|
|
||
|
level.player AllowJump( true );
|
||
|
level.player enablePlayerWeapons( true );
|
||
|
}*/
|
||
|
}
|
||
|
|
||
|
store_current_weapon( weapon )
|
||
|
{
|
||
|
level.escape_weapon_taglist = GetWeaponHideTags( weapon );
|
||
|
level.escape_weapon_model = GetWeaponModel( weapon );
|
||
|
}
|
||
|
|
||
|
get_correct_weapon()
|
||
|
{
|
||
|
weapon = undefined;
|
||
|
|
||
|
if ( WeaponClass( self GetCurrentWeapon() ) == "pistol" )
|
||
|
{
|
||
|
list = self GetWeaponsListPrimaries();
|
||
|
foreach ( gun in list )
|
||
|
{
|
||
|
if ( WeaponClass( gun ) == "pistol" )
|
||
|
continue;
|
||
|
weapon = gun;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
weapon = self GetCurrentWeapon();
|
||
|
|
||
|
if ( !isdefined( weapon ) || weapon == "riotshield" )
|
||
|
weapon = "m4_grenadier";
|
||
|
|
||
|
return weapon;
|
||
|
}
|
||
|
|
||
|
get_player_ending_position()
|
||
|
{
|
||
|
van = level.escape_van_dummy;
|
||
|
|
||
|
model = spawn_anim_model( "player_ending" );
|
||
|
model Hide();
|
||
|
van anim_first_frame_solo( model, "end_player_shot", "origin_animate_jnt" );
|
||
|
|
||
|
origin = model GetTagOrigin( "tag_player" );
|
||
|
model Delete();
|
||
|
return origin;
|
||
|
}
|
||
|
|
||
|
player_ready_for_ending( origin )
|
||
|
{
|
||
|
if ( !player_would_see_ending() )
|
||
|
return false;
|
||
|
|
||
|
return Distance( origin, level.player.origin ) < 45;
|
||
|
}
|
||
|
|
||
|
grab_player_if_he_gets_close()
|
||
|
{
|
||
|
flag_assert( "end_makarov_in_place" );
|
||
|
level endon( "end_makarov_in_place" );
|
||
|
|
||
|
time = 0.5;
|
||
|
origin = get_player_ending_position();
|
||
|
interval = 0.05;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( player_ready_for_ending( origin ) )
|
||
|
break;
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
flag_set( "player_ready_for_proper_ending" );
|
||
|
flag_clear( "player_dynamic_move_speed" );
|
||
|
thread player_loses_speed();
|
||
|
// level.player FreezeControls( true );
|
||
|
}
|
||
|
|
||
|
player_loses_speed()
|
||
|
{
|
||
|
for ( i = 100; i >= 0; i -= 10 )
|
||
|
{
|
||
|
speed = i * 0.01;
|
||
|
level.player setmovespeedscale( speed );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
escape_end_wait_until_player_is_in_position()
|
||
|
{
|
||
|
origin = get_player_ending_position();
|
||
|
|
||
|
while ( Distance( origin, level.player.origin ) > 350 )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
escape_animate_player_death()
|
||
|
{
|
||
|
flag_set( "escape_player_realdeath" );
|
||
|
level.player TakeAllWeapons();
|
||
|
SetSavedDvar( "compass", 0 );
|
||
|
SetSavedDvar( "ammoCounterHide", "1" );
|
||
|
SetSavedDvar( "hud_showStance", 0 );
|
||
|
|
||
|
level.player FreezeControls( true );
|
||
|
van = level.escape_van_dummy;
|
||
|
|
||
|
// this is the model the player will attach to for the ride sequence
|
||
|
model = spawn_anim_model( "player_ending" );
|
||
|
model Hide();
|
||
|
level.playermodel = model;
|
||
|
|
||
|
van anim_first_frame_solo( model, "end_player_shot", "origin_animate_jnt" );
|
||
|
|
||
|
time = 0.5;
|
||
|
level.player PlayerLinkToBlend( model, "tag_player", time, time * .5, time * .5 );;
|
||
|
// wait time;
|
||
|
|
||
|
model delaycall( 0.5, ::Show );
|
||
|
model NotSolid();
|
||
|
|
||
|
team = [];
|
||
|
team[ team.size ] = model;
|
||
|
team[ team.size ] = level.vanmate;
|
||
|
|
||
|
level.makarov thread escape_mak_dialogue();
|
||
|
van thread anim_single( team, "end_player_shot", "origin_animate_jnt" );
|
||
|
|
||
|
model thread escape_draw_blood();
|
||
|
|
||
|
level.makarov waittillmatch( "single anim", "end" );
|
||
|
}
|
||
|
|
||
|
escape_mak_dialogue()
|
||
|
{
|
||
|
self waittillmatch( "single anim", "dialog" );
|
||
|
self PlaySound( "airport_mkv_nomessage" );
|
||
|
self waittillmatch( "single anim", "dialog" );
|
||
|
//self PlaySound( "airport_mkv_thiswill" );
|
||
|
}
|
||
|
|
||
|
|
||
|
makarov_shoot_player()
|
||
|
{
|
||
|
self AnimMode( "zonly_physics" );
|
||
|
|
||
|
self ClearAnim( %root, 0.2 );
|
||
|
self SetFlaggedAnimRestart( "shoot_anim", %airport_ending_shoot_makarov, 1, 0, 1 );
|
||
|
|
||
|
self thread maps\_anim::start_notetrack_wait( self, "shoot_anim", "end_alt", "makarov" );
|
||
|
self animscripts\shared::DoNoteTracks( "shoot_anim" );
|
||
|
|
||
|
self ClearAnim( %airport_ending_makarov, 0.2 );
|
||
|
self notify( "done_shoot_player" );
|
||
|
}
|
||
|
|
||
|
|
||
|
escape_animate_player_death2()
|
||
|
{
|
||
|
van = level.escape_van_dummy;
|
||
|
|
||
|
team = [];
|
||
|
team[ team.size ] = level.vanmate;
|
||
|
|
||
|
flag_wait( "end_makarov_in_place" );
|
||
|
|
||
|
van notify( "stop_loop" );
|
||
|
van thread anim_single( team, "end_player_shot", "origin_animate_jnt" );
|
||
|
level.makarov StopAnimScripted();
|
||
|
level.makarov AnimCustom( ::makarov_shoot_player );
|
||
|
//van thread anim_single_solo( level.makarov, "end_alt" );
|
||
|
|
||
|
flag_wait( "escape_player_shot" );
|
||
|
|
||
|
level.player TakeAllWeapons();
|
||
|
SetSavedDvar( "compass", 0 );
|
||
|
SetSavedDvar( "ammoCounterHide", "1" );
|
||
|
SetSavedDvar( "hud_showStance", 0 );
|
||
|
|
||
|
level.player FreezeControls( true );
|
||
|
|
||
|
ent = getstruct( "escape_ending_node", "targetname" );
|
||
|
origin = ( level.player.origin[ 0 ], level.player.origin[ 1 ], ent.origin[ 2 ] ) + ( 0, 0, 4.5 );
|
||
|
node = Spawn( "script_origin", origin );
|
||
|
node.angles = level.player.angles;
|
||
|
|
||
|
// this is the model the player will attach to for the ride sequence
|
||
|
model = spawn_anim_model( "player_ending" );
|
||
|
level.playermodel = model;
|
||
|
model LinkTo( node );
|
||
|
model NotSolid();
|
||
|
|
||
|
angles = VectorToAngles( level.makarov.origin - level.player.origin );
|
||
|
|
||
|
node RotateTo( ( 0, angles[ 1 ], 0 ), 1.5 );
|
||
|
time = .1;
|
||
|
level.player PlayerLinkToBlend( model, "tag_player", time, time * .5, time * .5 );;
|
||
|
node thread anim_single_solo( model, "end_player_shot_alt" );
|
||
|
model thread escape_draw_blood();
|
||
|
|
||
|
PhysicsExplosionCylinder( node.origin, 96, 2, 3 );
|
||
|
|
||
|
level.makarov waittill( "done_shoot_player" );
|
||
|
}
|
||
|
|
||
|
escape_draw_blood()
|
||
|
{
|
||
|
self waittillmatch( "single anim", "end" );
|
||
|
|
||
|
level.player SetContents( 0 );
|
||
|
|
||
|
wait 1;
|
||
|
tagPos = self GetTagOrigin( "tag_torso" ); // rough tag to play fx on
|
||
|
|
||
|
model = Spawn( "script_model", tagPos + ( -15, 10, -7.5 ) );
|
||
|
model.angles = ( -90, 225 - 90, 0 );
|
||
|
model SetModel( "tag_origin" );
|
||
|
model Hide();
|
||
|
|
||
|
PlayFXOnTag( getfx( "deathfx_bloodpool" ), model, "tag_origin" );
|
||
|
}
|
||
|
|
||
|
player_would_see_ending()
|
||
|
{
|
||
|
van = level.escape_van_dummy;
|
||
|
|
||
|
angles = level.player GetPlayerAngles();
|
||
|
angles = ( 0, angles[ 1 ], 0 );
|
||
|
|
||
|
og1 = ( van.origin[ 0 ], van.origin[ 1 ], 0 );
|
||
|
og2 = ( level.player.origin[ 0 ], level.player.origin[ 1 ], 0 );
|
||
|
|
||
|
vec1 = AnglesToForward( angles );
|
||
|
vec2 = VectorNormalize( og1 - og2 );
|
||
|
|
||
|
dot = VectorDot( vec1, vec2 ) > 0.75;
|
||
|
return dot;
|
||
|
}
|
||
|
|
||
|
escape_final_guys()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.favoriteenemy = level.player;
|
||
|
self.dontEverShoot = true;
|
||
|
|
||
|
node = GetNode( self.target, "targetname" );
|
||
|
self SetGoalNode( node );
|
||
|
self.goalradius = node.radius;
|
||
|
}
|
||
|
|
||
|
escape_final_guys2()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "long_death" );
|
||
|
|
||
|
self.ignoreall = true;
|
||
|
self.ignoreme = true;
|
||
|
self.dontEverShoot = true;
|
||
|
|
||
|
node = getstruct( self.target, "targetname" );
|
||
|
|
||
|
self set_generic_run_anim( "patrol_jog" );
|
||
|
|
||
|
node anim_generic_reach( self, self.animation );
|
||
|
node anim_generic_run( self, self.animation );
|
||
|
|
||
|
node = getstruct( node.target, "targetname" );
|
||
|
|
||
|
self clear_run_anim();
|
||
|
self thread follow_path( node );
|
||
|
|
||
|
if ( self.animation != "patrol_jog_orders_once" )
|
||
|
return;
|
||
|
|
||
|
self PlaySound( "airport_fsbr_servicetunnels" );
|
||
|
|
||
|
self disable_exits();
|
||
|
self disable_arrivals();
|
||
|
|
||
|
if ( flag( "escape_player_realdeath" ) )
|
||
|
{
|
||
|
node = getstruct( "find_body", "script_noteworthy" );
|
||
|
node waittill( "trigger" );
|
||
|
node thread anim_generic( self, "patrol_boredrun_find" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self notify( "_utility::follow_path" );
|
||
|
self SetGoalPos( level.player.origin + ( 0, 0, 64 ) );
|
||
|
|
||
|
while ( DistanceSquared( self.origin, level.player.origin ) > squared( 145 ) )
|
||
|
wait .05;
|
||
|
node = SpawnStruct();
|
||
|
node.origin = self.origin;
|
||
|
node.angles = VectorToAngles( level.player.origin - self.origin );
|
||
|
node thread anim_generic_gravity( self, "patrol_boredrun_find" );
|
||
|
}
|
||
|
|
||
|
self SetLookAtEntity( level.player );
|
||
|
|
||
|
|
||
|
wait 2;
|
||
|
self SetLookAtEntity();
|
||
|
}
|
||
|
|
||
|
escape_police_car_guys()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.ignoreall = true;
|
||
|
self.ignoreme = true;
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* INITIALIZATIONS */
|
||
|
/************************************************************************************************************/
|
||
|
player_init()
|
||
|
{
|
||
|
blend_movespeedscale_custom( 15 );
|
||
|
level.player AllowSprint( false );
|
||
|
level.player AllowJump( false );
|
||
|
}
|
||
|
|
||
|
team_init()
|
||
|
{
|
||
|
self thread magic_bullet_shield();
|
||
|
self thread make_hero();
|
||
|
self ent_flag_init( "massacre_ready" );
|
||
|
self ent_flag_init( "massacre_firing_into_crowd" );
|
||
|
self ent_flag_init( "massacre_at_node" );
|
||
|
self ent_flag_init( "massacre_throw_nade" );
|
||
|
self ent_flag_init( "gate_ready_to_go" );
|
||
|
self ent_flag_init( "prestairs_nodes" );
|
||
|
self ent_flag_init( "aiming_at_civ" );
|
||
|
self ent_flag_init( "stairs_at_top" );
|
||
|
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.ignoreall = true;
|
||
|
self PushPlayer( true );
|
||
|
self pathrandompercent_zero();
|
||
|
self walkdist_zero();
|
||
|
|
||
|
node = Spawn( "script_origin", self.origin );
|
||
|
node.angles = self.angles;
|
||
|
self.ref_node = node;
|
||
|
self.upperdeck_enemies = 0;
|
||
|
|
||
|
if ( !isdefined( level.team ) )
|
||
|
level.team = [];
|
||
|
level.team[ self.script_noteworthy ] = self;
|
||
|
|
||
|
self.animname = self.script_noteworthy;
|
||
|
self.targetname = self.script_noteworthy;
|
||
|
|
||
|
if ( self.script_noteworthy == "makarov" )
|
||
|
level.makarov = self;
|
||
|
|
||
|
self waittill( "death" );
|
||
|
|
||
|
level.team = array_removeDead_keepkeys( level.team );
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* DEPARTURES SIGN */
|
||
|
/************************************************************************************************************/
|
||
|
sign_departure_status_init()
|
||
|
{
|
||
|
array = sign_departure_status_system_setup();
|
||
|
array_thread( array, ::sign_departure_status_tab_setup );
|
||
|
|
||
|
level.departure_status_array = array;
|
||
|
}
|
||
|
|
||
|
sign_departure_status_system_setup()
|
||
|
{
|
||
|
pieces = GetEntArray( "sign_departure_status", "targetname" );
|
||
|
array = [];
|
||
|
|
||
|
foreach ( tab in pieces )
|
||
|
{
|
||
|
makenew = true;
|
||
|
origin = tab.origin;
|
||
|
|
||
|
foreach ( member in array )
|
||
|
{
|
||
|
if ( member.origin != origin )
|
||
|
continue;
|
||
|
|
||
|
makenew = false;
|
||
|
member.tabs[ tab.script_noteworthy ] = tab;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !makenew )
|
||
|
continue;
|
||
|
|
||
|
newtab = SpawnStruct();
|
||
|
newtab.origin = origin;
|
||
|
newtab.tabs = [];
|
||
|
newtab.tabs[ tab.script_noteworthy ] = tab;
|
||
|
|
||
|
array[ array.size ] = newtab;
|
||
|
}
|
||
|
|
||
|
return array;
|
||
|
}
|
||
|
|
||
|
sign_departure_status_tab_setup()
|
||
|
{
|
||
|
self.status[ "angles" ] = [];
|
||
|
self.status[ "angles" ][ "bottom" ] = self.tabs[ "ontime" ].angles;
|
||
|
self.status[ "angles" ][ "top" ] = self.tabs[ "boarding" ].angles;
|
||
|
self.status[ "angles" ][ "waiting" ] = self.tabs[ "delayed" ].angles;
|
||
|
|
||
|
self.status[ "order" ] = [];
|
||
|
self.status[ "order" ][ "ontime" ] = "arriving";
|
||
|
self.status[ "order" ][ "arriving" ] = "boarding";
|
||
|
self.status[ "order" ][ "boarding" ] = "delayed";
|
||
|
self.status[ "order" ][ "delayed" ] = "ontime";
|
||
|
|
||
|
self.status[ "ontime" ] = [];
|
||
|
self.status[ "ontime" ][ "bottom" ] = "ontime";
|
||
|
self.status[ "ontime" ][ "top" ] = "arriving";
|
||
|
|
||
|
self.status[ "arriving" ] = [];
|
||
|
self.status[ "arriving" ][ "bottom" ] = "arriving";
|
||
|
self.status[ "arriving" ][ "top" ] = "boarding";
|
||
|
|
||
|
self.status[ "boarding" ] = [];
|
||
|
self.status[ "boarding" ][ "bottom" ] = "boarding";
|
||
|
self.status[ "boarding" ][ "top" ] = "delayed";
|
||
|
|
||
|
self.status[ "delayed" ] = [];
|
||
|
self.status[ "delayed" ][ "bottom" ] = "delayed";
|
||
|
self.status[ "delayed" ][ "top" ] = "ontime";
|
||
|
|
||
|
self.current_state = "ontime";
|
||
|
|
||
|
self.tabs[ "arriving" ].angles = self.status[ "angles" ][ "top" ];
|
||
|
self.tabs[ "boarding" ].angles = self.status[ "angles" ][ "waiting" ];
|
||
|
self.tabs[ "boarding" ] Hide();
|
||
|
self.tabs[ "delayed" ] Hide();
|
||
|
}
|
||
|
|
||
|
sign_departure_status_flip_to( state )
|
||
|
{
|
||
|
time = .20;
|
||
|
while ( self.current_state != state )
|
||
|
{
|
||
|
next_state = self.status[ "order" ][ self.current_state ];
|
||
|
topname = self.status[ self.current_state ][ "top" ];
|
||
|
bottomname = self.status[ self.current_state ][ "bottom" ];
|
||
|
newname = self.status[ next_state ][ "top" ];
|
||
|
|
||
|
toptab = self.tabs[ topname ];
|
||
|
bottomtab = self.tabs[ bottomname ];
|
||
|
newtab = self.tabs[ newname ];
|
||
|
|
||
|
//move top to bottom position
|
||
|
toptab RotatePitch( 180, time );
|
||
|
newtab.angles = self.status[ "angles" ][ "top" ];
|
||
|
//bring new to top position
|
||
|
wait .05;
|
||
|
newtab Show();
|
||
|
//bring bottom to wait position
|
||
|
wait( time - .1 );
|
||
|
bottomtab Hide();
|
||
|
bottomtab.angles = self.status[ "angles" ][ "waiting" ];
|
||
|
wait .05;
|
||
|
self.current_state = next_state;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* MISC */
|
||
|
/************************************************************************************************************/
|
||
|
|
||
|
delete_glass()
|
||
|
{
|
||
|
name = self.target;
|
||
|
glass = GetGlass( name );
|
||
|
level waittillmatch( "glass_destroyed", glass );// glass_destroyed
|
||
|
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
do_lobby_player_fire()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "damage", amt, attacker, vec, point, type );
|
||
|
|
||
|
if ( !isplayer( attacker ) )
|
||
|
continue;
|
||
|
|
||
|
PlayFX( getfx( "killshot" ), point );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
do_blood_notetracks()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
notetrack = "empty";
|
||
|
|
||
|
while ( notetrack != "end" )
|
||
|
{
|
||
|
self waittill( "single anim", notetrack );
|
||
|
|
||
|
switch( notetrack )
|
||
|
{
|
||
|
case "bodyshot":
|
||
|
self bodyshot( "bodyshot" );
|
||
|
break;
|
||
|
|
||
|
case "killshot":
|
||
|
self bodyshot( "killshot" );
|
||
|
break;
|
||
|
|
||
|
case "headshot":
|
||
|
origin = self GetTagOrigin( "tag_eye" );
|
||
|
enemy = random( level.team );
|
||
|
vec = VectorNormalize( origin - enemy.origin );
|
||
|
|
||
|
PlayFX( getfx( "headshot" ), origin, vec );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bodyshot( fx )
|
||
|
{
|
||
|
origin = self GetTagOrigin( "J_SpineUpper" );
|
||
|
enemy = random( level.team );
|
||
|
vec = VectorNormalize( enemy.origin - origin );
|
||
|
vec = vector_multiply( vec, 10 );
|
||
|
|
||
|
PlayFX( getfx( fx ), origin + vec );
|
||
|
}
|
||
|
|
||
|
scream_track( node, alias, speed )
|
||
|
{
|
||
|
obj = Spawn( "script_origin", node.origin );
|
||
|
//obj SetModel( "projectile_us_smoke_grenade" );
|
||
|
obj PlaySound( alias );
|
||
|
|
||
|
while ( IsDefined( node.target ) )
|
||
|
{
|
||
|
next = getstruct( node.target, "targetname" );
|
||
|
dist = Distance( node.origin, next.origin );
|
||
|
time = dist / speed;
|
||
|
|
||
|
obj MoveTo( next.origin, time );
|
||
|
wait time;
|
||
|
node = next;
|
||
|
}
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
obj Delete();
|
||
|
}
|
||
|
|
||
|
explode_targets( targets, radius, rangemin, rangemax )
|
||
|
{
|
||
|
level endon( "stop_explode_targets" );
|
||
|
|
||
|
targets = array_randomize( targets );
|
||
|
if ( !isdefined( radius ) )
|
||
|
radius = 4;
|
||
|
if ( !isdefined( rangemin ) )
|
||
|
rangemin = .75;
|
||
|
if ( !isdefined( rangemax ) )
|
||
|
rangemax = rangemin + .75;
|
||
|
|
||
|
foreach ( target in targets )
|
||
|
{
|
||
|
RadiusDamage( target.origin, radius, 500, 500 );
|
||
|
wait RandomFloatRange( rangemin, rangemax );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
spray_and_pray_node( delay, speed_scaler, node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
msg = "stop_spray_and_pray";
|
||
|
self endon( msg );
|
||
|
|
||
|
array = self spray_and_pray_get_target_node( delay, speed_scaler, node );
|
||
|
|
||
|
self thread stop_spray_and_pray_cleanup( array[ "target" ], msg );
|
||
|
|
||
|
self.spraypray_target = array[ "target" ];
|
||
|
self SetEntityTarget( self.spraypray_target );
|
||
|
|
||
|
self.old_pistol_switch = self.no_pistol_switch;
|
||
|
self.no_pistol_switch = true;
|
||
|
|
||
|
self spray_and_pray_move_target_node( array );
|
||
|
}
|
||
|
|
||
|
spray_and_pray( delay, speed_scaler, forward, height, angle, dist )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
msg = "stop_spray_and_pray";
|
||
|
self endon( msg );
|
||
|
|
||
|
array = self spray_and_pray_get_target( delay, speed_scaler, forward, height, angle, dist );
|
||
|
|
||
|
self thread stop_spray_and_pray_cleanup( array[ "target" ], msg );
|
||
|
|
||
|
self.spraypray_target = array[ "target" ];
|
||
|
self SetEntityTarget( self.spraypray_target );
|
||
|
|
||
|
self.old_pistol_switch = self.no_pistol_switch;
|
||
|
self.no_pistol_switch = true;
|
||
|
|
||
|
self spray_and_pray_move_target( array );
|
||
|
|
||
|
}
|
||
|
|
||
|
spray_and_pray_move_target( array )
|
||
|
{
|
||
|
while ( 1 )
|
||
|
{
|
||
|
dist = Distance( array[ "node_origin" ], array[ "target" ].origin );
|
||
|
time = dist / array[ "speed" ];
|
||
|
|
||
|
array[ "target" ] MoveTo( array[ "node_origin" ], time, time * .1, time * .1 );
|
||
|
wait time;
|
||
|
|
||
|
if ( array[ "node_origin" ] == array[ "start_origin" ] )
|
||
|
array[ "node_origin" ] = array[ "end_origin" ];
|
||
|
else
|
||
|
array[ "node_origin" ] = array[ "start_origin" ];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
spray_and_pray_move_target_node( array )
|
||
|
{
|
||
|
node = array[ "node" ];
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
node = getstruct( node.target, "targetname" );
|
||
|
|
||
|
dist = Distance( node.origin, array[ "target" ].origin );
|
||
|
time = dist / array[ "speed" ];
|
||
|
|
||
|
array[ "target" ] MoveTo( node.origin, time, time * .1, time * .1 );
|
||
|
wait time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
spray_and_pray_get_target_node( delay, speed_scaler, node )
|
||
|
{
|
||
|
array = [];
|
||
|
|
||
|
if ( !isdefined( delay ) )
|
||
|
delay = .05;
|
||
|
if ( !isdefined( speed_scaler ) )
|
||
|
speed_scaler = 1;
|
||
|
|
||
|
wait delay;
|
||
|
|
||
|
array[ "speed" ] = 50 * speed_scaler;
|
||
|
array[ "node" ] = node;
|
||
|
|
||
|
array[ "target" ] = Spawn( "script_origin", node.origin );
|
||
|
// array[ "target" ] = Spawn( "script_model", node.origin );
|
||
|
// array[ "target" ] SetModel( "weapon_us_smoke_grenade" );
|
||
|
return array;
|
||
|
}
|
||
|
|
||
|
spray_and_pray_get_target( delay, speed_scaler, forward, height, angle, dist )
|
||
|
{
|
||
|
array = [];
|
||
|
|
||
|
if ( !isdefined( delay ) )
|
||
|
delay = .05;
|
||
|
if ( !isdefined( speed_scaler ) )
|
||
|
speed_scaler = 1;
|
||
|
if ( !isdefined( forward ) )
|
||
|
forward = true;
|
||
|
if ( !isdefined( height ) )
|
||
|
height = 0;
|
||
|
if ( !isdefined( angle ) )
|
||
|
angle = 38;
|
||
|
if ( !isdefined( dist ) )
|
||
|
dist = 64;
|
||
|
|
||
|
wait delay;
|
||
|
|
||
|
muzzle = self GetTagOrigin( "tag_flash" );
|
||
|
array[ "speed" ] = 50 * speed_scaler;
|
||
|
start = ( self.origin[ 0 ], self.origin[ 1 ], muzzle[ 2 ] );
|
||
|
|
||
|
origin = start + ( vector_multiply( AnglesToForward( self.angles ), dist ) ) + ( 0, 0, height );
|
||
|
array[ "start_origin" ] = start + ( vector_multiply( AnglesToForward( self.angles + ( 0, angle, 0 ) ), dist ) ) + ( 0, 0, height );
|
||
|
array[ "end_origin" ] = start + ( vector_multiply( AnglesToForward( self.angles + ( 0, ( angle * -1 ), 0 ) ), dist ) ) + ( 0, 0, height );
|
||
|
|
||
|
if ( forward )
|
||
|
array[ "node_origin" ] = array[ "end_origin" ];
|
||
|
else
|
||
|
array[ "node_origin" ] = array[ "start_origin" ];
|
||
|
|
||
|
array[ "target" ] = Spawn( "script_origin", origin );
|
||
|
// array[ "target" ] = Spawn( "script_model", origin );
|
||
|
// array[ "target" ] SetModel( "weapon_us_smoke_grenade" );
|
||
|
return array;
|
||
|
}
|
||
|
|
||
|
stop_spray_and_pray_cleanup( target, msg )
|
||
|
{
|
||
|
self waittill( msg );
|
||
|
|
||
|
self.no_pistol_switch = self.old_pistol_switch;
|
||
|
self ClearEntityTarget();
|
||
|
target Delete();
|
||
|
}
|
||
|
|
||
|
ap_teleport_player( name )
|
||
|
{
|
||
|
if ( !isdefined( name ) )
|
||
|
name = level.start_point;
|
||
|
|
||
|
array = getstructarray( "start_point", "targetname" );
|
||
|
|
||
|
nodes = [];
|
||
|
foreach ( ent in array )
|
||
|
{
|
||
|
if ( ent.script_noteworthy != name )
|
||
|
continue;
|
||
|
|
||
|
nodes[ nodes.size ] = ent;
|
||
|
}
|
||
|
|
||
|
teleport_players( nodes );
|
||
|
}
|
||
|
|
||
|
ap_teleport_team( nodes )
|
||
|
{
|
||
|
flag_wait( "team_initialized" );
|
||
|
|
||
|
foreach ( node in nodes )
|
||
|
{
|
||
|
if ( !isalive( level.team[ node.script_noteworthy ] ) )
|
||
|
continue;
|
||
|
|
||
|
actor = level.team[ node.script_noteworthy ];
|
||
|
actor thread teleport_actor( node );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
teleport_actor( node )
|
||
|
{
|
||
|
link = Spawn( "script_origin", self.origin );
|
||
|
link.angles = self.angles;
|
||
|
self LinkTo( link );
|
||
|
|
||
|
link MoveTo( node.origin, .05 );
|
||
|
if ( IsDefined( node.angles ) )
|
||
|
link RotateTo( node.angles, .05 );
|
||
|
|
||
|
link waittill( "movedone" );
|
||
|
wait .05;
|
||
|
|
||
|
self SetGoalPos( node.origin );
|
||
|
self Unlink();
|
||
|
link Delete();
|
||
|
self OrientMode( "face angle", node.angles[ 1 ] );
|
||
|
}
|
||
|
|
||
|
music_alternate()
|
||
|
{
|
||
|
flag_set( "airport_alternate" );
|
||
|
}
|
||
|
|
||
|
music_stalk()
|
||
|
{
|
||
|
music_loop( "airport_stalk", 164 );
|
||
|
}
|
||
|
|
||
|
music_anticipation()
|
||
|
{
|
||
|
flag_set( "airport_anticipation" );
|
||
|
}
|
||
|
|
||
|
music_escape()
|
||
|
{
|
||
|
flag_set( "airport_escape" );
|
||
|
}
|
||
|
|
||
|
music_doublecross()
|
||
|
{
|
||
|
music_play( "airport_doublecross" );
|
||
|
}
|
||
|
|
||
|
side_step( anime, angles )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
if ( !( self ent_flag_exist( "side_step" ) ) )
|
||
|
self ent_flag_init( "side_step" );
|
||
|
|
||
|
self ent_flag_set( "side_step" );
|
||
|
self.sidestep = true;
|
||
|
|
||
|
while ( self.sidestep )
|
||
|
{
|
||
|
self.ref_node.origin = self.origin;
|
||
|
self.ref_node.angles = angles;
|
||
|
self.ref_node anim_generic( self, anime );
|
||
|
}
|
||
|
|
||
|
self ent_flag_clear( "side_step" );
|
||
|
}
|
||
|
|
||
|
side_step_stop()
|
||
|
{
|
||
|
self.sidestep = false;
|
||
|
self StopAnimScripted();
|
||
|
}
|
||
|
|
||
|
kill_player()
|
||
|
{
|
||
|
flag_wait( "trigger_kill_player" );
|
||
|
level.player EnableDeathShield( false );
|
||
|
level.player EnableHealthShield( false );
|
||
|
level.player Kill();
|
||
|
}
|
||
|
|
||
|
good_save_handler()
|
||
|
{
|
||
|
while ( 1 )
|
||
|
{
|
||
|
flag_wait_any( "friendly_fire_dist_check", "friendly_fire_kill_check", "friendly_fire_warning" );
|
||
|
|
||
|
level.savehere = false;
|
||
|
flag_set( "do_not_save" );
|
||
|
|
||
|
while ( flag( "do_not_save" ) )
|
||
|
{
|
||
|
flag_waitopen( "friendly_fire_dist_check" );
|
||
|
flag_waitopen( "friendly_fire_kill_check" );
|
||
|
flag_waitopen( "friendly_fire_warning" );
|
||
|
|
||
|
if ( flag( "friendly_fire_dist_check" ) || flag( "friendly_fire_kill_check" ) || flag( "friendly_fire_warning" ) )
|
||
|
continue;
|
||
|
|
||
|
flag_clear( "do_not_save" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
intro_phys_push()
|
||
|
{
|
||
|
switch( Int( self.script_noteworthy ) )
|
||
|
{
|
||
|
case 2:
|
||
|
wait 2.25;
|
||
|
break;
|
||
|
case 3:
|
||
|
wait 1.75;
|
||
|
break;
|
||
|
case 6:
|
||
|
wait 1.5;
|
||
|
break;
|
||
|
case 7:
|
||
|
wait 1.7;
|
||
|
break;
|
||
|
case 5:
|
||
|
wait 1.6;
|
||
|
break;
|
||
|
default:
|
||
|
wait 1;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
self PhysicsLaunchClient( self.origin + ( 0, 0, 32 ), vector_multiply( AnglesToForward( self.angles ), 1000 ) );
|
||
|
}
|
||
|
|
||
|
player_line_of_fire( _flag, team )
|
||
|
{
|
||
|
min = .8 / team.size;
|
||
|
max = 1.6 / team.size;
|
||
|
while ( !flag( _flag ) )
|
||
|
{
|
||
|
if ( Distance( self.origin, level.player.origin ) < self.radius )
|
||
|
{
|
||
|
guy = random( team );
|
||
|
foreach ( member in team )
|
||
|
{
|
||
|
vec1a = AnglesToForward( guy GetTagAngles( "tag_flash" ) );
|
||
|
vec2a = AnglesToForward( member GetTagAngles( "tag_flash" ) );
|
||
|
vec1b = VectorNormalize( level.player.origin - guy.origin );
|
||
|
vec2b = VectorNormalize( level.player.origin - member.origin );
|
||
|
|
||
|
if ( VectorDot( vec1a, vec1b ) < VectorDot( vec2a, vec2b ) )
|
||
|
guy = member;
|
||
|
}
|
||
|
MagicBullet( guy.weapon, guy GetTagOrigin( "tag_flash" ), level.player.origin + ( 0, 0, 12 ) );
|
||
|
}
|
||
|
wait RandomFloatRange( min, max );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#using_animtree( "generic_human" );
|
||
|
enable_calm_combat()
|
||
|
{
|
||
|
if ( IsDefined( self.calm_combat ) )
|
||
|
return;
|
||
|
|
||
|
self.calm_combat = 1;
|
||
|
self.oldinterval = self.interval;
|
||
|
self.interval = 1;
|
||
|
|
||
|
SetSavedDvar( "ai_friendlyFireBlockDuration", 0 );
|
||
|
|
||
|
self.oldaccuracy = self.accuracy;
|
||
|
self.oldbaseaccuracy = self.baseAccuracy;
|
||
|
self.accuracy = 1000;
|
||
|
self.baseaccuracy = 1000;
|
||
|
self.fixednode = false;
|
||
|
|
||
|
self setFlashbangImmunity( true );
|
||
|
|
||
|
self maps\_casual_killer::enable_casual_killer();
|
||
|
}
|
||
|
|
||
|
disable_calm_combat()
|
||
|
{
|
||
|
if ( !isdefined( self.calm_combat ) )
|
||
|
return;
|
||
|
self.calm_combat = undefined;
|
||
|
|
||
|
self.accuracy = self.oldaccuracy;
|
||
|
self.baseaccuracy = self.oldbaseaccuracy;
|
||
|
self.interval = self.oldinterval;
|
||
|
|
||
|
self maps\_casual_killer::disable_casual_killer();
|
||
|
self.no_pistol_switch = undefined;;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* FRIENDLY FIRE */
|
||
|
/************************************************************************************************************/
|
||
|
friendly_fire()
|
||
|
{
|
||
|
level.player endon( "death" );
|
||
|
|
||
|
// You blew your cover... don't fire on Makarov's squad.
|
||
|
PreCacheString( &"AIRPORT_FAIL_BLEW_COVER_FIRE" );
|
||
|
// You blew your cover... Convince Makarov you're loyal to the cause.
|
||
|
PreCacheString( &"AIRPORT_FAIL_BLEW_COVER_WANDER" );
|
||
|
|
||
|
level.friendly_fire_aggressive_num = 0;
|
||
|
|
||
|
level.ff_data = [];
|
||
|
level.ff_data[ "no_kill_line_num" ] = 0;
|
||
|
level.ff_data[ "no_kill_line" ] = [];
|
||
|
|
||
|
level.ff_data[ "no_kill_line" ][ 0 ] = "airport_mkv_thesesheep";
|
||
|
level.ff_data[ "no_kill_line" ][ 1 ] = "airport_mkv_doubtyou";
|
||
|
level.ff_data[ "no_kill_line" ][ 2 ] = "airport_mkv_openfire";
|
||
|
level.ff_data[ "no_kill_line" ][ 3 ] = "airport_mkv_cowards";
|
||
|
|
||
|
level.ff_data[ "no_dist_line_num" ] = 0;
|
||
|
level.ff_data[ "no_dist_line" ] = [];
|
||
|
level.ff_data[ "no_dist_line" ][ 0 ] = "airport_mkv_letsmoveup";
|
||
|
level.ff_data[ "no_dist_line" ][ 1 ] = "airport_mkv_letsgo2";
|
||
|
level.ff_data[ "no_dist_line" ][ 2 ] = "airport_mkv_keepmoving";
|
||
|
level.ff_data[ "no_dist_line" ][ 3 ] = "airport_mkv_cowards";
|
||
|
|
||
|
level.ff_data[ "ff_line" ] = "airport_mkv_checkfire";
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
thread friendly_fire_update_team_origin();
|
||
|
|
||
|
array_thread( level.team, ::friendly_fire_watch_player );
|
||
|
|
||
|
if ( is_default_start() )
|
||
|
{
|
||
|
wait 41 - CONST_FF_FIRE_TIME;
|
||
|
//level.player thread friendly_fire_notpartofteam();
|
||
|
level.player thread friendly_fire_nade_throw();
|
||
|
add_wait( ::flag_wait, "lobby_open_fire" );
|
||
|
level.player add_func( ::friendly_fire_wander_away );
|
||
|
thread do_wait();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
wait .05;
|
||
|
//level.player thread friendly_fire_notpartofteam();
|
||
|
level.player thread friendly_fire_wander_away();
|
||
|
level.player thread friendly_fire_nade_throw();
|
||
|
}
|
||
|
|
||
|
flag_wait( "friendly_fire_warning" );
|
||
|
|
||
|
// You blew your cover... don't fire on Makarov's squad.
|
||
|
if( !isdefined( level.fail_string ) )
|
||
|
level.fail_string = &"AIRPORT_FAIL_BLEW_COVER_FIRE";
|
||
|
|
||
|
thread friendly_fire_player_death();
|
||
|
level thread notify_delay( "friendly_fire_watch_player", .1 );
|
||
|
|
||
|
level.player EnableDeathShield( false );
|
||
|
level.player EnableHealthShield( false );
|
||
|
|
||
|
array_thread( level.team, ::friendly_fire_kill_player );
|
||
|
|
||
|
numdead = 0;
|
||
|
switch( level.team.size )
|
||
|
{
|
||
|
case 4:
|
||
|
numdead = 2;
|
||
|
break;
|
||
|
case 3 :
|
||
|
numdead = 1;
|
||
|
break;
|
||
|
case 2:
|
||
|
numdead = 2;
|
||
|
break;
|
||
|
case 1:
|
||
|
numdead = 1;
|
||
|
break;
|
||
|
}
|
||
|
waittill_dead_or_dying( level.team, numdead, CONST_FF_AUTOKILL_TIME );
|
||
|
|
||
|
member = level.makarov;
|
||
|
|
||
|
MagicBullet( member.weapon, member GetTagOrigin( "tag_flash" ), level.player.origin + ( 0, 0, 64 ) );
|
||
|
wait .2;
|
||
|
MagicBullet( member.weapon, member GetTagOrigin( "tag_flash" ), level.player.origin + ( 0, 0, 64 ) );
|
||
|
wait .2;
|
||
|
MagicBullet( member.weapon, member GetTagOrigin( "tag_flash" ), level.player.origin + ( 0, 0, 64 ) );
|
||
|
wait .2;
|
||
|
MagicBullet( member.weapon, member GetTagOrigin( "tag_flash" ), level.player.origin + ( 0, 0, 64 ) );
|
||
|
level.player Kill();
|
||
|
}
|
||
|
|
||
|
friendly_fire_wander_away()
|
||
|
{
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
self endon( "death" );
|
||
|
level endon( "friendly_fire_stop_checking_for_player_dist" );
|
||
|
|
||
|
_flag = "friendly_fire_not_in_range";
|
||
|
flag_init( _flag );
|
||
|
self thread friendly_fire_distance_check( _flag );
|
||
|
|
||
|
while ( level.ff_data[ "no_dist_line_num" ] < 4 )
|
||
|
{
|
||
|
flag_wait( _flag );
|
||
|
|
||
|
while ( level.ff_data[ "no_dist_line_num" ] < 4 )
|
||
|
{
|
||
|
flag_waitopen_or_timeout( _flag, CONST_FF_WANDER_TIME );
|
||
|
|
||
|
if ( flag( _flag ) )
|
||
|
{
|
||
|
num = level.ff_data[ "no_dist_line_num" ];
|
||
|
level.makarov thread radio_dialogue( level.ff_data[ "no_dist_line" ][ num ] );
|
||
|
level.ff_data[ "no_dist_line_num" ]++;
|
||
|
|
||
|
if ( level.ff_data[ "no_dist_line_num" ] == 3 )
|
||
|
flag_set( "friendly_fire_dist_check" );
|
||
|
}
|
||
|
else
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
flag_clear( "friendly_fire_dist_check" );
|
||
|
if ( level.ff_data[ "no_dist_line_num" ] == 3 )
|
||
|
level.ff_data[ "no_dist_line_num" ] = 2;
|
||
|
}
|
||
|
|
||
|
// You blew your cover... Convince Makarov you're loyal to the cause.
|
||
|
level.fail_string = &"AIRPORT_FAIL_BLEW_COVER_WANDER";
|
||
|
flag_set( "friendly_fire_warning" );
|
||
|
}
|
||
|
|
||
|
friendly_fire_distance_check( _flag )
|
||
|
{
|
||
|
while ( 1 )
|
||
|
{
|
||
|
if ( Distance( level.team_origin, self.origin ) > CONST_FF_WANDER_DIST )
|
||
|
{
|
||
|
if ( !flag( _flag ) )
|
||
|
flag_set( _flag );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( flag( _flag ) )
|
||
|
flag_clear( _flag );
|
||
|
}
|
||
|
wait .25;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
friendly_fire_notpartofteam()
|
||
|
{
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
level endon( "friendly_fire_stop_checking_for_player_fire" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
_flag = "friendly_fire_is_attacking";
|
||
|
flag_init( _flag );
|
||
|
self thread friendly_fire_is_attacking_check( _flag );
|
||
|
|
||
|
while ( level.ff_data[ "no_kill_line_num" ] < 4 )
|
||
|
{
|
||
|
flag_wait_or_timeout( _flag, CONST_FF_FIRE_TIME );
|
||
|
|
||
|
if ( flag( "gate_main" ) )
|
||
|
{
|
||
|
flag_wait( "tarmac_open_fire" );
|
||
|
flag_clear( "gate_main" );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( flag( _flag ) )
|
||
|
{
|
||
|
if ( level.ff_data[ "no_kill_line_num" ] == 3 )
|
||
|
level.ff_data[ "no_kill_line_num" ] = 2;
|
||
|
flag_clear( _flag );
|
||
|
flag_clear( "friendly_fire_kill_check" );
|
||
|
thread flag_clear_delayed( "friendly_fire_no_kill_line", 5 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
num = level.ff_data[ "no_kill_line_num" ];
|
||
|
level.makarov thread radio_dialogue( level.ff_data[ "no_kill_line" ][ num ] );
|
||
|
level.ff_data[ "no_kill_line_num" ]++;
|
||
|
flag_set( "friendly_fire_no_kill_line" );
|
||
|
|
||
|
if ( level.ff_data[ "no_kill_line_num" ] == 3 )
|
||
|
flag_set( "friendly_fire_kill_check" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// You blew your cover... Convince Makarov you're loyal to the cause.
|
||
|
level.fail_string = &"AIRPORT_FAIL_BLEW_COVER_WANDER";
|
||
|
flag_set( "friendly_fire_warning" );
|
||
|
}
|
||
|
|
||
|
friendly_fire_is_attacking_check( _flag )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
// "+melee"
|
||
|
// "+melee_breath"
|
||
|
// "-smoke"
|
||
|
// "+smoke"
|
||
|
NotifyOnCommand( "attack", "+frag" );
|
||
|
NotifyOnCommand( "attack", "+attack" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "attack" );
|
||
|
flag_set( _flag );
|
||
|
flag_waitopen( _flag );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
friendly_fire_nade_throw()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "grenade_fire", grenade );
|
||
|
grenade.owener = self;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
friendly_fire_player_death()
|
||
|
{
|
||
|
level.player waittill( "death" );
|
||
|
|
||
|
if ( IsDefined( level.fail_string ) )
|
||
|
SetDvar( "ui_deadquote", level.fail_string );
|
||
|
missionFailedWrapper();
|
||
|
}
|
||
|
|
||
|
friendly_fire_decrement_aggressive_num()
|
||
|
{
|
||
|
wait CONST_FF_DECREMENT_TIME;
|
||
|
level.friendly_fire_aggressive_num--;
|
||
|
}
|
||
|
|
||
|
friendly_fire_handle_aggrissive_num()
|
||
|
{
|
||
|
level.friendly_fire_aggressive_num++;
|
||
|
if ( level.friendly_fire_aggressive_num >= CONST_FF_AGGRISSIVE_NUM )
|
||
|
flag_set( "friendly_fire_warning" );
|
||
|
else
|
||
|
thread friendly_fire_decrement_aggressive_num();
|
||
|
}
|
||
|
|
||
|
friendly_fire_watch_player_nade()
|
||
|
{
|
||
|
level endon( "friendly_fire_watch_player" );
|
||
|
self endon( "friendly_fire_new_watch_cycle" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "ai_event", type, nade );
|
||
|
waittillframeend;
|
||
|
|
||
|
if ( flag( "friendly_fire_pause_flash" ) )
|
||
|
continue;
|
||
|
|
||
|
if ( type != "grenade danger" )
|
||
|
continue;
|
||
|
|
||
|
if ( !isdefined( nade.owener ) )
|
||
|
continue;
|
||
|
|
||
|
if ( !isdefined( self.grenade ) )
|
||
|
continue;
|
||
|
|
||
|
self.ff_attacker = nade.owener;
|
||
|
|
||
|
if ( !isplayer( self.ff_attacker ) )
|
||
|
continue;
|
||
|
|
||
|
flag_set( "friendly_fire_warning" );
|
||
|
// You blew your cover... don't fire on Makarov's squad.
|
||
|
level.fail_string = &"AIRPORT_FAIL_BLEW_COVER_FIRE";
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
friendly_fire_watch_player_flash()
|
||
|
{
|
||
|
level endon( "friendly_fire_watch_player" );
|
||
|
self endon( "friendly_fire_new_watch_cycle" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "flashbang", origin, amount_distance, amount_angle, attacker, attackerteam );
|
||
|
waittillframeend;
|
||
|
|
||
|
if ( flag( "friendly_fire_pause_flash" ) )
|
||
|
continue;
|
||
|
|
||
|
self.ff_attacker = attacker;
|
||
|
|
||
|
if ( !isplayer( self.ff_attacker ) )
|
||
|
continue;
|
||
|
|
||
|
friendly_fire_handle_aggrissive_num();
|
||
|
if ( flag( "friendly_fire_warning" ) )
|
||
|
// You blew your cover... don't fire on Makarov's squad.
|
||
|
level.fail_string = &"AIRPORT_FAIL_BLEW_COVER_FIRE";
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
friendly_fire_watch_player_fire()
|
||
|
{
|
||
|
level endon( "friendly_fire_watch_player" );
|
||
|
self endon( "friendly_fire_new_watch_cycle" );
|
||
|
|
||
|
self waittill( "damage", amt, attacker, vec, point, type );
|
||
|
waittillframeend;
|
||
|
|
||
|
self.ff_attacker = attacker;
|
||
|
|
||
|
if ( IsPlayer( self.ff_attacker ) && !flag( "friendly_fire_pause_fire" ) )
|
||
|
{
|
||
|
friendly_fire_handle_aggrissive_num();
|
||
|
|
||
|
if ( flag( "friendly_fire_warning" ) )
|
||
|
// You blew your cover... don't fire on Makarov's squad.
|
||
|
level.fail_string = &"AIRPORT_FAIL_BLEW_COVER_FIRE";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
friendly_fire_watch_player()
|
||
|
{
|
||
|
level endon( "friendly_fire_watch_player" );
|
||
|
|
||
|
self endon( "death" );
|
||
|
|
||
|
amt = 0;
|
||
|
self AddAIEventListener( "grenade danger" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self notify( "friendly_fire_new_watch_cycle" );
|
||
|
self add_wait( ::friendly_fire_watch_player_fire );
|
||
|
self add_wait( ::friendly_fire_watch_player_flash );
|
||
|
self add_wait( ::friendly_fire_watch_player_nade );
|
||
|
self do_wait_any();
|
||
|
|
||
|
if ( IsPlayer( self.ff_attacker ) && flag( "friendly_fire_warning" ) )
|
||
|
{
|
||
|
radio_dialogue_stop();
|
||
|
level.makarov thread radio_dialogue( "airport_mkv_youtraitor" );
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
if ( IsPlayer( self.ff_attacker ) && !flag( "friendly_fire_checkfire_line" ) )
|
||
|
{
|
||
|
flag_set( "friendly_fire_checkfire_line" );
|
||
|
thread flag_clear_delayed( "friendly_fire_checkfire_line", 2.5 );
|
||
|
|
||
|
if ( !flag( "friendly_fire_pause_fire" ) )
|
||
|
{
|
||
|
radio_dialogue_stop();
|
||
|
level.makarov thread radio_dialogue( level.ff_data[ "ff_line" ] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( cointoss() )
|
||
|
{
|
||
|
level.makarov StopSounds();
|
||
|
if ( cointoss() )
|
||
|
level.makarov thread dialogue_queue( "check_fire1" );
|
||
|
else
|
||
|
level.makarov thread dialogue_queue( "check_fire2" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.team[ "m4" ] StopSounds();
|
||
|
if ( cointoss() )
|
||
|
level.team[ "m4" ] thread dialogue_queue( "check_fire1" );
|
||
|
else
|
||
|
level.team[ "m4" ] thread dialogue_queue( "check_fire2" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( amt < 80 || self.script_noteworthy == "makarov" )
|
||
|
return;
|
||
|
|
||
|
if ( IsDefined( self.magic_bullet_shield ) )
|
||
|
self stop_magic_bullet_shield();
|
||
|
self Kill();
|
||
|
}
|
||
|
|
||
|
friendly_fire_kill_player()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
self disable_dynamic_run_speed();
|
||
|
waittillframeend;
|
||
|
self maps\_casual_killer::disable_casual_killer();
|
||
|
self clear_run_anim();
|
||
|
|
||
|
self.ignoreme = true;
|
||
|
self.ignoreall = false;
|
||
|
self.dontEverShoot = undefined;
|
||
|
self.team = "axis";
|
||
|
self.favoriteenemy = level.player;
|
||
|
self.baseaccuracy = 1000;
|
||
|
self.accuracy = 1000;
|
||
|
self.combatMode = "cover";
|
||
|
self.moveplaybackrate = 1.1;
|
||
|
self notify( "stop_spray_and_pray" );
|
||
|
self notify( "stop_loop" );
|
||
|
self StopAnimScripted();
|
||
|
self PushPlayer( false );
|
||
|
self.fixednode = 0;
|
||
|
self.fixednodewason = 0;
|
||
|
|
||
|
self setFlashbangImmunity( true );
|
||
|
|
||
|
if ( self.script_noteworthy != "makarov" )
|
||
|
{
|
||
|
if ( IsDefined( self.magic_bullet_shield ) )
|
||
|
self stop_magic_bullet_shield();
|
||
|
self.maxhealth = 300;
|
||
|
|
||
|
if ( self.health > 300 )
|
||
|
self.health = 300;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.a.disablePain = 1;
|
||
|
self.primaryweapon = "m4_grunt";
|
||
|
self forceUseWeapon( self.primaryweapon, "primary" );
|
||
|
}
|
||
|
|
||
|
self.goalradius = 400;
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self SetGoalEntity( level.player );
|
||
|
|
||
|
wait 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
friendly_fire_good_kill()
|
||
|
{
|
||
|
if ( flag( "friendly_fire_warning" ) )
|
||
|
return;
|
||
|
level endon( "friendly_fire_warning" );
|
||
|
|
||
|
if ( flag( "tarmac_moveout" ) )
|
||
|
return;
|
||
|
level endon( "tarmac_moveout" );
|
||
|
|
||
|
self waittill( "death", attacker );
|
||
|
|
||
|
if ( !isplayer( attacker ) )
|
||
|
return;
|
||
|
|
||
|
if ( flag( "friendly_fire_no_kill_line" ) && !flag( "friendly_fire_good_kill_line" ) )
|
||
|
{
|
||
|
flag_set( "friendly_fire_good_kill_line" );
|
||
|
thread flag_clear_delayed( "friendly_fire_good_kill_line", 20 );
|
||
|
|
||
|
if ( !flag( "friendly_fire_good_kill_line2" ) )
|
||
|
{
|
||
|
flag_set( "friendly_fire_good_kill_line2" );
|
||
|
thread flag_clear_delayed( "friendly_fire_good_kill_line2", 20 );
|
||
|
}
|
||
|
level.makarov radio_dialogue( "airport_mkv_welldone" );
|
||
|
}
|
||
|
else if ( !flag( "friendly_fire_good_kill_line2" ) && flag( "stairs_upperdeck_civs_dead" ) )
|
||
|
{
|
||
|
flag_set( "friendly_fire_good_kill_line2" );
|
||
|
level.makarov radio_dialogue( "airport_mkv_nice" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
friendly_fire_update_team_origin()
|
||
|
{
|
||
|
while ( !flag( "escape_player_get_in" ) )
|
||
|
{
|
||
|
origin = ( 0, 0, 0 );
|
||
|
num = 0;
|
||
|
|
||
|
foreach ( member in level.team )
|
||
|
{
|
||
|
if ( !isalive( member ) )
|
||
|
continue;
|
||
|
num++;
|
||
|
origin += member.origin;
|
||
|
}
|
||
|
|
||
|
level.team_origin = vector_multiply( origin, ( 1.0 / num ) );
|
||
|
|
||
|
wait .1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* VISION SETS */
|
||
|
/************************************************************************************************************/
|
||
|
|
||
|
airport_vision_elevator()
|
||
|
{
|
||
|
node = spawn( "script_origin", level.player.origin );
|
||
|
angles = level.player.angles;
|
||
|
node.angles = angles;
|
||
|
|
||
|
thread airport_vision_elevator_black( node, angles );
|
||
|
wait .5;
|
||
|
|
||
|
SetSavedDvar( "hud_gasMaskOverlay", 1 );
|
||
|
maps\_utility::set_vision_set( "airport_green", 0 );
|
||
|
|
||
|
level.player playerlinkto( node, undefined, 1, 0,0,0,0,0 );
|
||
|
SetSavedDvar( "cg_fovscale", .3 );
|
||
|
|
||
|
wait 20;
|
||
|
|
||
|
node.angles = (0,0,0);
|
||
|
level.player unlink();
|
||
|
level.player SetPlayerAngles( angles );
|
||
|
SetSavedDvar( "cg_fovscale", 1.0 );
|
||
|
|
||
|
SetSavedDvar( "hud_gasMaskOverlay", 0 );
|
||
|
maps\_utility::set_vision_set( "airport", 0 );
|
||
|
}
|
||
|
|
||
|
airport_vision_elevator_black( node, angles )
|
||
|
{
|
||
|
pause_time = 21 + 5.5;
|
||
|
fade_out_time = 1.5;
|
||
|
|
||
|
introblack = NewHudElem();
|
||
|
introblack.x = 0;
|
||
|
introblack.y = 0;
|
||
|
introblack.horzAlign = "fullscreen";
|
||
|
introblack.vertAlign = "fullscreen";
|
||
|
introblack.foreground = true;
|
||
|
introblack SetShader( "black", 640, 480 );
|
||
|
|
||
|
if ( getdvar( "alt_intro" ) == "" )
|
||
|
setdvar( "alt_intro", "" );
|
||
|
if ( !isdefined( getdvar( "alt_intro" ) ) )
|
||
|
setdvar( "alt_intro", "" );
|
||
|
|
||
|
if( getdvar( "alt_intro" ) != "" )
|
||
|
{
|
||
|
delaythread( 4.25, ::airport_elev_black_shuffle1, introblack, node, angles );
|
||
|
delaythread( 8.25, ::airport_elev_black_shuffle2, introblack, node, angles );
|
||
|
delaythread( 13.75, ::airport_elev_black_click1, introblack, node, angles );
|
||
|
delaythread( 14.65, ::airport_elev_black_click2, introblack, node, angles );
|
||
|
delaythread( 19.75, ::airport_elev_black_cough, introblack, node, angles );
|
||
|
}
|
||
|
wait pause_time;
|
||
|
|
||
|
introblack FadeOverTime( fade_out_time );
|
||
|
introblack.alpha = 0;
|
||
|
}
|
||
|
|
||
|
airport_elev_black_shuffle1( introblack, node, angles )
|
||
|
{
|
||
|
node.angles = angles + (10,20,0);
|
||
|
node rotateyaw( 7, 2 );
|
||
|
|
||
|
time = .25;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = .75;
|
||
|
wait .5;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = 1;
|
||
|
}
|
||
|
|
||
|
airport_elev_black_shuffle2( introblack, node, angles )
|
||
|
{
|
||
|
node.angles = angles + (10,-7,0);
|
||
|
node rotateyaw( -7, 2 );
|
||
|
|
||
|
time = .25;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = .85;
|
||
|
wait .35;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = 1;
|
||
|
}
|
||
|
|
||
|
airport_elev_black_click1( introblack, node, angles )
|
||
|
{
|
||
|
node.angles = angles + (15,-27,0);
|
||
|
node rotateyaw( 6, 2 );
|
||
|
|
||
|
time = .05;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = .75;
|
||
|
wait .2;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = 1;
|
||
|
}
|
||
|
|
||
|
airport_elev_black_click2( introblack, node, angles )
|
||
|
{
|
||
|
node.angles = angles + (7,23,0);
|
||
|
node rotateyaw( -5, 2 );
|
||
|
|
||
|
time = .05;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = .75;
|
||
|
wait .2;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = 1;
|
||
|
}
|
||
|
|
||
|
airport_elev_black_cough( introblack, node, angles )
|
||
|
{
|
||
|
SetSavedDvar( "cg_fovscale", .2 );
|
||
|
node.angles = angles + (0,29,0);
|
||
|
node rotateyaw( 3, 2 );
|
||
|
|
||
|
time = .25;
|
||
|
introblack FadeOverTime( time );
|
||
|
introblack.alpha = .9;
|
||
|
wait .65;
|
||
|
introblack FadeOverTime( time * 2 );
|
||
|
introblack.alpha = 1;
|
||
|
}
|
||
|
|
||
|
airport_vision_intro( dontwait )
|
||
|
{
|
||
|
if ( !isdefined( dontwait ) )
|
||
|
trigger_wait( "intro_vision_set", "targetname" );
|
||
|
|
||
|
time = 6;
|
||
|
maps\_utility::set_vision_set( "airport_intro", time );
|
||
|
SetExpFog( 619.914, 2540.24, 0.357315, 0.371612, 0.314966, 0.75818, time, 0.862745, 0.807843, 0.596078, ( -0.834131, 0.375308, -0.404189 ), 18.8429, 49.858, 1.22086 );
|
||
|
}
|
||
|
|
||
|
airport_vision_stairs( dontwait )
|
||
|
{
|
||
|
if ( !isdefined( dontwait ) )
|
||
|
flag_wait( "player_set_speed_stairs" );
|
||
|
|
||
|
time = 2;
|
||
|
maps\_utility::set_vision_set( "airport_stairs", time );
|
||
|
SetExpFog( 619.914, 2540.24, 0.356863, 0.372549, 0.313726, 0.629246, time, 0.862745, 0.807843, 0.596078, ( -0.894864, 0.44208, -0.0615121 ), 0, 20.1783, 1.22086 );
|
||
|
}
|
||
|
|
||
|
airport_vision_exterior( dontwait )
|
||
|
{
|
||
|
if ( !isdefined( dontwait ) )
|
||
|
flag_wait( "tarmac_hear_fsb" );
|
||
|
|
||
|
time = 12;
|
||
|
// maps\_utility::set_vision_set( "airport_exterior", time );
|
||
|
SetExpFog( 619.914, 3914.89, 0.584314, 0.623529, 0.635294, 0.710723, time );
|
||
|
}
|
||
|
|
||
|
airport_vision_basement( dontwait )
|
||
|
{
|
||
|
if ( !isdefined( dontwait ) )
|
||
|
flag_wait( "basement_set_vision" );
|
||
|
|
||
|
time = 5;
|
||
|
maps\_utility::set_vision_set( "airport", time );
|
||
|
SetExpFog( 619.914, 3914.89, 0.584314, 0.623529, 0.635294, 0.710723, time );
|
||
|
}
|
||
|
|
||
|
airport_vision_escape( dontwait )
|
||
|
{
|
||
|
if ( !isdefined( dontwait ) )
|
||
|
trigger_wait( "escape_vision_set", "targetname" );
|
||
|
|
||
|
time = 3.0;
|
||
|
maps\_utility::set_vision_set( "airport_intro", time );
|
||
|
SetExpFog( 521.672, 2540.24, 0.441339, 0.532734, 0.533566, 0.629246, time, 0.862745, 0.807843, 0.596078, ( -0.700556, -0.712205, -0.0445665 ), 0, 23.7759, 0.644149 );
|
||
|
}
|
||
|
|
||
|
airport_vision_makarov( dontwait )
|
||
|
{
|
||
|
if ( !isdefined( dontwait ) )
|
||
|
flag_wait( "escape_mak_grab_hand" );
|
||
|
|
||
|
time = 1.0;
|
||
|
maps\_utility::set_vision_set( "airport_intro", time );
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************/
|
||
|
/* JET ENGINES */
|
||
|
/************************************************************************************************************/
|
||
|
|
||
|
jet_engine()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self jet_engine_setup();
|
||
|
|
||
|
self jet_engine_state_check();
|
||
|
|
||
|
self thread jet_engine_bcs();
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "took_damage", amount );
|
||
|
|
||
|
self.script_health -= amount;
|
||
|
|
||
|
self jet_engine_state_check();
|
||
|
|
||
|
//this makes sure we take only one damage amount every server frame
|
||
|
wait .05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
jet_engine_state_check()
|
||
|
{
|
||
|
state = "idle";
|
||
|
if ( self.script_health < 0 )
|
||
|
state = "death";
|
||
|
else
|
||
|
if ( self.script_health < self.max_health * .8 )
|
||
|
state = "burning";
|
||
|
else
|
||
|
if ( self.script_health < self.max_health )
|
||
|
state = "damaged";
|
||
|
|
||
|
if ( state == self.state )
|
||
|
return;
|
||
|
self.state = state;
|
||
|
|
||
|
self thread jet_engine_do_state();
|
||
|
}
|
||
|
|
||
|
jet_engine_bcs()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
while ( DistanceSquared( level.player.origin, self.origin ) > squared( 500 ) || self.script_health > self.max_health * .5 )
|
||
|
wait .1;
|
||
|
|
||
|
flag_waitopen( "tarmac_bcs" );
|
||
|
|
||
|
flag_set( "tarmac_bcs" );
|
||
|
level.makarov dialogue_queue( "engine_warn" );
|
||
|
flag_clear( "tarmac_bcs" );
|
||
|
}
|
||
|
|
||
|
jet_engine_do_state()
|
||
|
{
|
||
|
self notify( self.state );
|
||
|
self endon( "death" );
|
||
|
|
||
|
switch( self.state )
|
||
|
{
|
||
|
case "idle":
|
||
|
self jet_engine_fx_idle();
|
||
|
self PlayLoopSound( "dst_jet_engine_close" );
|
||
|
break;
|
||
|
case "burning":
|
||
|
self.idle_org Delete();
|
||
|
self jet_engine_fx_burn();
|
||
|
self jet_engine_suck_setup();
|
||
|
self StopLoopSound();
|
||
|
self PlayLoopSound( "dst_jet_engine_burn" );
|
||
|
self thread jet_engine_health_drain();
|
||
|
break;
|
||
|
|
||
|
case "death":
|
||
|
self jet_engine_fx_explode();
|
||
|
range = 300;
|
||
|
RadiusDamage( self.fx.origin + ( 0, 0, -40 ), range, 300, 20, self.des );// similar to destructibles
|
||
|
PhysicsExplosionSphere( self.fx.origin, range, 0, range * .01 );// similar to destructibles
|
||
|
self StopLoopSound();
|
||
|
self StopSounds();
|
||
|
self PlaySound( "dst_jet_engine_explosion" );
|
||
|
self.burn_org Delete();
|
||
|
self.new Delete();
|
||
|
self.des Show();
|
||
|
self.des Solid();
|
||
|
self delayCall( .5, ::Delete );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
jet_engine_fx_idle()
|
||
|
{
|
||
|
self.idle_org = Spawn( "script_model", self.fx.origin );
|
||
|
|
||
|
vec = AnglesToForward( self.fx.angles );
|
||
|
vec = vector_multiply( vec, 135.5 );
|
||
|
self.idle_org.origin += vec;
|
||
|
|
||
|
self.idle_org SetModel( "tag_origin" );
|
||
|
self.idle_org Hide();
|
||
|
self.idle_org.angles = self.fx.angles;
|
||
|
PlayFXOnTag( getfx( "jet_engine_737" ), self.idle_org, "tag_origin" );
|
||
|
}
|
||
|
|
||
|
jet_engine_fx_burn()
|
||
|
{
|
||
|
self.burn_org = Spawn( "script_model", self.fx.origin );
|
||
|
|
||
|
vec = AnglesToForward( self.fx.angles );
|
||
|
vec = vector_multiply( vec, 31 );
|
||
|
self.burn_org.origin += vec;
|
||
|
|
||
|
self.burn_org SetModel( "tag_origin" );
|
||
|
self.burn_org Hide();
|
||
|
self.burn_org.angles = self.fx.angles;
|
||
|
PlayFXOnTag( getfx( "jet_fire" ), self.burn_org, "tag_origin" );
|
||
|
}
|
||
|
|
||
|
jet_engine_fx_explode()
|
||
|
{
|
||
|
self.exp_org = Spawn( "script_model", self.fx.origin );
|
||
|
|
||
|
vec = AnglesToForward( self.fx.angles );
|
||
|
vec = vector_multiply( vec, 31 );
|
||
|
self.exp_org.origin += vec;
|
||
|
|
||
|
self.exp_org SetModel( "tag_origin" );
|
||
|
self.exp_org Hide();
|
||
|
self.exp_org.angles = self.fx.angles;
|
||
|
PlayFXOnTag( getfx( "jet_explosion" ), self.exp_org, "tag_origin" );
|
||
|
self.exp_org delayCall( 1, ::Delete );
|
||
|
}
|
||
|
|
||
|
jet_engine_suck_setup()
|
||
|
{
|
||
|
self.suck_org = SpawnStruct();
|
||
|
|
||
|
vec = AnglesToForward( self.fx.angles );
|
||
|
vec = vector_multiply( vec, -31 );
|
||
|
self.suck_org.origin = self.fx.origin + vec;
|
||
|
self.suck_org.angles = self.fx.angles + ( 0, 180, 0 );
|
||
|
|
||
|
array_thread( GetEntArray( "jet_engine_debri", "targetname" ), ::jet_engine_suck_debris, self );
|
||
|
}
|
||
|
|
||
|
jet_engine_suck_debris( engine )
|
||
|
{
|
||
|
engine endon( "death" );
|
||
|
|
||
|
minrange = 64;
|
||
|
maxrange = 386;
|
||
|
pullrange = 150;
|
||
|
effectrange = 96;
|
||
|
min = squared( minrange );
|
||
|
max = squared( maxrange );
|
||
|
|
||
|
pull = squared( pullrange );
|
||
|
|
||
|
org1 = engine.suck_org.origin - ( 0, 0, 76 );
|
||
|
org2 = ( self.origin[ 0 ], self.origin[ 1 ], org1[ 2 ] );
|
||
|
|
||
|
vec = VectorNormalize( self.origin - engine.suck_org.origin );
|
||
|
if ( VectorDot( vec, AnglesToForward( engine.suck_org.angles ) ) < .4 )
|
||
|
return;
|
||
|
|
||
|
if ( DistanceSquared( engine.suck_org.origin, self.origin ) < min )
|
||
|
return;
|
||
|
|
||
|
if ( DistanceSquared( engine.suck_org.origin, self.origin ) > max )
|
||
|
return;
|
||
|
|
||
|
while ( DistanceSquared( engine.suck_org.origin, self.origin ) > squared( effectrange ) )
|
||
|
{
|
||
|
effectrange += 3;
|
||
|
wait .1;
|
||
|
}
|
||
|
|
||
|
dir = VectorNormalize( org1 - org2 );
|
||
|
scale = 1;
|
||
|
while ( DistanceSquared( engine.suck_org.origin, self.origin ) > pull )
|
||
|
{
|
||
|
scale *= 1.5;
|
||
|
if ( scale > 40 )
|
||
|
scale = 40;
|
||
|
|
||
|
vec = vector_multiply( dir, scale );
|
||
|
self MoveTo( ( self.origin + vec ), .1 );
|
||
|
self RotateVelocity( ( 0, 300, 0 ), .1 );
|
||
|
wait .05;
|
||
|
}
|
||
|
|
||
|
self thread jet_engine_suck_debris_final( engine );
|
||
|
}
|
||
|
|
||
|
jet_engine_suck_debris_final( engine )
|
||
|
{
|
||
|
speed = 400;
|
||
|
time = Distance( engine.suck_org.origin, self.origin ) / speed;
|
||
|
self MoveTo( engine.suck_org.origin + ( RandomFloatRange( -10, 10 ), RandomFloatRange( -10, 10 ), RandomFloat( 10 ) ), time );
|
||
|
self RotateVelocity( ( RandomIntRange( -650, -550 ), RandomIntRange( 350, 450 ), RandomIntRange( 50, 150 ) ), time );
|
||
|
|
||
|
wait time;
|
||
|
|
||
|
PlayFX( getfx( "jet_engine_fire_debris" ), self.origin, AnglesToForward( engine.suck_org.angles ), AnglesToUp( engine.suck_org.angles ) );
|
||
|
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
jet_engine_health_drain()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
dmg = Int( self.script_health / 60 );// this will make it blow up in 60 seconds
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self notify( "damage", dmg );
|
||
|
BadPlace_Cylinder( "jet_engine_burn" + self.fx.targetname, 1, self.fx.origin + ( 0, 0, -76 ), 190, 150, "allies", "axis", "neutral" );
|
||
|
wait 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
jet_engine_take_damage( parent )
|
||
|
{
|
||
|
parent endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "damage", amount, attacker, direction_vec, point, type );
|
||
|
if ( IsDefined( type ) && type == "MOD_CRUSH" )
|
||
|
{
|
||
|
wait .1;
|
||
|
continue;
|
||
|
}
|
||
|
if ( IsDefined( attacker ) && !isplayer( attacker ) && DistanceSquared( level.player.origin, self GetOrigin() ) < 1500 )
|
||
|
{
|
||
|
wait .1;
|
||
|
continue;
|
||
|
}
|
||
|
parent notify( "took_damage", amount, attacker, direction_vec, point, type );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
jet_engine_setup()
|
||
|
{
|
||
|
self.max_health = 1300;
|
||
|
self.script_health = self.max_health;
|
||
|
|
||
|
self.state = "new";
|
||
|
|
||
|
//setup the parts
|
||
|
self.new = GetEnt( self.target, "targetname" );
|
||
|
self.new SetCanDamage( true );
|
||
|
|
||
|
self.des = GetEnt( self.new.target, "targetname" );
|
||
|
self.des.destructible_type = "jet_engine";
|
||
|
self.des Hide();
|
||
|
self.des NotSolid();
|
||
|
|
||
|
self.fx = getstruct( self.des.target, "targetname" );
|
||
|
|
||
|
self thread jet_engine_take_damage( self );
|
||
|
self.new thread jet_engine_take_damage( self );
|
||
|
}
|
||
|
|
||
|
jet_engine_death_print()
|
||
|
{
|
||
|
// You were killed by an exploding jet engine.\nJet engines on fire are likely to explode.
|
||
|
PreCacheString( &"AIRPORT_EXPLODING_JET_ENGINE_DEATH" );
|
||
|
PreCacheShader( "hud_burningjetengineicon" );
|
||
|
|
||
|
level.player waittill( "death", attacker, cause, weaponName );
|
||
|
|
||
|
if ( cause != "MOD_EXPLOSIVE" )
|
||
|
return;
|
||
|
|
||
|
if ( !isdefined( attacker ) )
|
||
|
return;
|
||
|
|
||
|
if ( !isdefined( attacker.destructible_type ) )
|
||
|
return;
|
||
|
|
||
|
if ( attacker.destructible_type != "jet_engine" )
|
||
|
return;
|
||
|
|
||
|
thread maps\_load::special_death_indicator_hudelement( "hud_burningjetengineicon", 64, 64 );
|
||
|
|
||
|
wait .05;
|
||
|
SetDvar( "ui_deadquote", "@AIRPORT_EXPLODING_JET_ENGINE_DEATH" );
|
||
|
}
|
||
|
|
||
|
glass_elevator_setup()
|
||
|
{
|
||
|
elevator_glass = GetEntArray( "elevator_housing_glass", "script_noteworthy" );
|
||
|
elevator_model = GetEntArray( "airport_glass_elevator", "script_noteworthy" );
|
||
|
elevator_door_models = GetEntArray( "airport_glass_elevator_door", "script_noteworthy" );
|
||
|
|
||
|
elevator_doors = GetEntArray( "elevator_doors", "script_noteworthy" );
|
||
|
elevator_house = GetEntArray( "elevator_housing", "targetname" );
|
||
|
|
||
|
elevator_cables = GetEntArray( "elevator_cable", "targetname" );
|
||
|
|
||
|
elevator_wheels = GetEntArray( "elevator_wheels", "targetname" );
|
||
|
|
||
|
foreach ( piece in elevator_glass )
|
||
|
{
|
||
|
house = getClosest( piece GetOrigin(), elevator_house );
|
||
|
piece LinkTo( house );
|
||
|
}
|
||
|
foreach ( piece in elevator_model )
|
||
|
{
|
||
|
house = getClosest( piece.origin, elevator_house );
|
||
|
piece LinkTo( house );
|
||
|
}
|
||
|
foreach ( piece in elevator_door_models )
|
||
|
{
|
||
|
door = getClosest( piece.origin, elevator_doors );
|
||
|
piece LinkTo( door );
|
||
|
}
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
foreach ( obj in level.elevators )
|
||
|
{
|
||
|
housing = obj.e[ "housing" ][ "mainframe" ][ 0 ];
|
||
|
cable = getClosest( housing GetOrigin(), elevator_cables );
|
||
|
cable.elevator_model = housing;
|
||
|
cable.elevator = obj;
|
||
|
|
||
|
wheels = get_array_of_closest( housing GetOrigin(), elevator_wheels, undefined, 2 );
|
||
|
cable.wheels = [];
|
||
|
foreach ( item in wheels )
|
||
|
{
|
||
|
anchor = Spawn( "script_origin", item.origin );
|
||
|
item LinkTo( anchor );
|
||
|
cable.wheels[ item.script_noteworthy ] = anchor;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
array_thread( elevator_cables, ::glass_elevator_cable );
|
||
|
}
|
||
|
|
||
|
glass_elevator_cable()
|
||
|
{
|
||
|
cable = self;
|
||
|
|
||
|
while ( IsDefined( cable.target ) )
|
||
|
{
|
||
|
cable = GetEnt( cable.target, "targetname" );
|
||
|
cable Hide();
|
||
|
}
|
||
|
|
||
|
elevator = self.elevator;
|
||
|
elevator.cable = self;
|
||
|
cable = self;
|
||
|
housing = self.elevator_model;
|
||
|
cable.wheels = self.wheels;
|
||
|
|
||
|
level.velF = ( 0, 0, 200 );
|
||
|
level.velR = ( 0, 0, -200 );
|
||
|
level.ELEV_CABLE_HEIGHT = CONST_ELEV_CABLE_HEIGHT;
|
||
|
|
||
|
floor_num = 0;
|
||
|
mainframe = elevator common_scripts\_elevator::get_housing_mainframe();
|
||
|
delta_vec = elevator.e[ "floor" + floor_num + "_pos" ] - mainframe.origin;
|
||
|
|
||
|
speed = level.elevator_speed;
|
||
|
dist = abs( Distance( elevator.e[ "floor" + floor_num + "_pos" ], mainframe.origin ) );
|
||
|
moveTime = dist / speed;
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
//start at the top
|
||
|
//moving down
|
||
|
elevator waittill( "elevator_moving" );
|
||
|
elevator elevator_animated_down( cable, housing, moveTime );
|
||
|
//stopped
|
||
|
elevator waittill( "elevator_moved" );
|
||
|
//moving back up
|
||
|
elevator waittill( "elevator_moving" );
|
||
|
elevator elevator_animated_up( cable, housing, moveTime );
|
||
|
//stopped
|
||
|
elevator waittill( "elevator_moved" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
elevator_animated_down( cable, housing, moveTime )
|
||
|
{
|
||
|
wheels = cable.wheels;
|
||
|
cable thread glass_elevator_cable_down( housing, self );
|
||
|
wheels[ "top" ] RotateVelocity( level.velF, moveTime, 1, 1 );
|
||
|
wheels[ "bottom" ] RotateVelocity( level.velR, moveTime, 1, 1 );
|
||
|
}
|
||
|
|
||
|
elevator_animated_down_fast( cable, housing, moveTime, velF, velR )
|
||
|
{
|
||
|
wheels = cable.wheels;
|
||
|
cable thread glass_elevator_cable_down( housing, self );
|
||
|
wheels[ "top" ] RotateVelocity( velF, moveTime, moveTime );
|
||
|
wheels[ "bottom" ] RotateVelocity( velR, moveTime, moveTime );
|
||
|
}
|
||
|
|
||
|
elevator_animated_up( cable, housing, moveTime )
|
||
|
{
|
||
|
wheels = cable.wheels;
|
||
|
housing.last_cable thread glass_elevator_cable_up( housing, self );
|
||
|
wheels[ "top" ] RotateVelocity( level.velR, moveTime, 1, 1 );
|
||
|
wheels[ "bottom" ] RotateVelocity( level.velF, moveTime, 1, 1 );
|
||
|
}
|
||
|
|
||
|
glass_elevator_cable_down( housing, elevator )
|
||
|
{
|
||
|
self attach_housing( housing );
|
||
|
|
||
|
elevator endon( "elevator_moved" );
|
||
|
|
||
|
while ( DistanceSquared( self.og, self GetOrigin() ) < squared( level.ELEV_CABLE_HEIGHT ) )
|
||
|
wait .05;
|
||
|
|
||
|
if ( !isdefined( self.target ) )
|
||
|
return;
|
||
|
|
||
|
next_cable = GetEnt( self.target, "targetname" );
|
||
|
next_cable thread glass_elevator_cable_down( housing, elevator );
|
||
|
}
|
||
|
|
||
|
attach_housing( housing )
|
||
|
{
|
||
|
self.og = self GetOrigin();
|
||
|
self LinkTo( housing );
|
||
|
housing.last_cable = self;
|
||
|
|
||
|
if ( !isdefined( self.target ) )
|
||
|
return;
|
||
|
|
||
|
next_cable = GetEnt( self.target, "targetname" );
|
||
|
next_cable Show();
|
||
|
}
|
||
|
|
||
|
glass_elevator_cable_up( housing, elevator )
|
||
|
{
|
||
|
elevator endon( "elevator_moved" );
|
||
|
|
||
|
while ( DistanceSquared( self.og, self GetOrigin() ) > squared( CONST_ELEV_CABLE_CLOSE ) )
|
||
|
wait .05;
|
||
|
|
||
|
self thread detach_housing( housing );
|
||
|
|
||
|
if ( self.targetname == "elevator_cable" )
|
||
|
return;
|
||
|
|
||
|
prev_cable = GetEnt( self.targetname, "target" );
|
||
|
prev_cable thread glass_elevator_cable_up( housing, elevator );
|
||
|
}
|
||
|
|
||
|
detach_housing( housing )
|
||
|
{
|
||
|
if ( self.targetname == "elevator_cable" )
|
||
|
return;
|
||
|
self Unlink();
|
||
|
time = .5;
|
||
|
self MoveTo( self.og, time );
|
||
|
wait time;
|
||
|
self Hide();
|
||
|
}
|
||
|
|
||
|
GrenadeDangerbsc()
|
||
|
{
|
||
|
if ( !flag_exist( "bsc_nade" ) )
|
||
|
flag_init( "bsc_nade" );
|
||
|
|
||
|
level endon( "escape_main" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
self waittill( "grenade danger", grenade );
|
||
|
|
||
|
if ( flag( "bsc_nade" ) )
|
||
|
continue;
|
||
|
|
||
|
if ( !isdefined( grenade ) || grenade.model != "projectile_m67fraggrenade" )
|
||
|
continue;
|
||
|
|
||
|
if ( Distance( grenade.origin, level.player.origin ) < 512 )// grenade radius is 220
|
||
|
{
|
||
|
flag_set( "bsc_nade" );
|
||
|
|
||
|
guy = level.makarov;
|
||
|
if ( cointoss() )
|
||
|
guy = level.team[ "m4" ];
|
||
|
|
||
|
guy StopSounds();
|
||
|
if ( cointoss() )
|
||
|
guy dialogue_queue( "grenade1" );
|
||
|
else
|
||
|
guy dialogue_queue( "grenade2" );
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
flag_clear( "bsc_nade" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m203_hint()
|
||
|
{
|
||
|
interval = .1;
|
||
|
time = 5;
|
||
|
|
||
|
while ( time > 0 )
|
||
|
{
|
||
|
if ( should_break_m203_hint() )
|
||
|
return;
|
||
|
|
||
|
time -= interval;
|
||
|
wait interval;
|
||
|
}
|
||
|
|
||
|
display_hint_timeout( "grenade_launcher", 5 );
|
||
|
}
|
||
|
|
||
|
should_break_m203_hint( nothing )
|
||
|
{
|
||
|
player = get_player_from_self();
|
||
|
Assert( IsPlayer( player ) );
|
||
|
|
||
|
// am I using my m203 weapon?
|
||
|
weapon = player GetCurrentWeapon();
|
||
|
prefix = GetSubStr( weapon, 0, 4 );
|
||
|
if ( prefix == "m203" )
|
||
|
return true;
|
||
|
|
||
|
// do I have any m203 ammo to switch to?
|
||
|
heldweapons = player GetWeaponsListAll();
|
||
|
foreach ( weapon in heldweapons )
|
||
|
{
|
||
|
ammo = player GetWeaponAmmoClip( weapon );
|
||
|
if ( !issubstr( weapon, "m203" ) )
|
||
|
continue;
|
||
|
if ( ammo > 0 )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#using_animtree( "vehicles" );
|
||
|
van_opendoors()
|
||
|
{
|
||
|
self UseAnimTree( #animtree );
|
||
|
self SetAnim( %airport_ending_open_doors );
|
||
|
sndent = GetEnt( "escape_amb_door_snd", "targetname" );
|
||
|
sndent PlaySound( "scn_ambulance_doors_open" );
|
||
|
}
|
||
|
|
||
|
van_closedoors()
|
||
|
{
|
||
|
self UseAnimTree( #animtree );
|
||
|
self ClearAnim( %airport_ending_open_doors, .2 );
|
||
|
self SetAnim( %airport_ending_close_doors );
|
||
|
sndent = GetEnt( "escape_amb_door_snd", "targetname" );
|
||
|
|
||
|
sndent delaycall( 1, ::PlaySound, "scn_ambulance_doors_close" );
|
||
|
sndent delaycall( 5.25, ::PlaySound, "scn_ambulance_doors_close" );
|
||
|
}
|
||
|
|
||
|
music_sfx_to_music( alias, time, fade, timesfx )
|
||
|
{
|
||
|
level endon( "stop_music" );
|
||
|
|
||
|
snd = spawn( "script_origin", level.player.origin );
|
||
|
snd linkto( level.player );
|
||
|
snd playsound( alias + "_sfx" );
|
||
|
|
||
|
snd thread music_sfx_to_music_kill();
|
||
|
|
||
|
wait timesfx;
|
||
|
/#
|
||
|
println( " *** switching from sfx to music *** " );
|
||
|
#/
|
||
|
music_loop( alias, time, fade );
|
||
|
wait .1;
|
||
|
snd delete();
|
||
|
}
|
||
|
|
||
|
music_sfx_to_music_kill()
|
||
|
{
|
||
|
level waittill( "stop_music" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
self StopSounds();
|
||
|
wait .05;
|
||
|
self delete();
|
||
|
}
|