IW4-Dump-Files/maps/airport_code.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_utility;
#include common_scripts\utility;
#include maps\_riotshield;
#include maps\_anim;
#include maps\_vehicle;
#include maps\_hud_util;
CONST_FF_DECREMENT_TIME = 10;
CONST_FF_AGGRISSIVE_NUM = 2;
CONST_FF_AUTOKILL_TIME = 20;
CONST_FF_FIRE_TIME = 25;
CONST_FF_WANDER_TIME = 25;
CONST_FF_WANDER_DIST = 600;
CONST_ELEV_CABLE_HEIGHT = 94;
CONST_ELEV_CABLE_CLOSE = 2;
/************************************************************************************************************/
/* INTRO ELEVATOR */
/************************************************************************************************************/
elevator_setup( doors )
{
doors[ "left" ].close_pos = doors[ "left" ].origin;
doors[ "right" ].close_pos = doors[ "right" ].origin;
dist = ( -38, 0, 0 );
doors[ "left" ].open_pos = doors[ "left" ].origin - dist;
doors[ "right" ].open_pos = doors[ "right" ].origin + dist;
}
elevator_close_doors( doors, snd, speed )
{
snd PlaySound( "elev_door_close" );
doors[ "left" ] DisconnectPaths();
doors[ "right" ] DisconnectPaths();
if ( !isdefined( speed ) )
speed = 14;
closed_pos = doors[ "left" ].close_pos;
dist = abs( Distance( doors[ "left" ].open_pos, closed_pos ) );
moveTime = dist / speed;
doors[ "left" ] MoveTo( closed_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
doors[ "right" ] MoveTo( closed_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
doors[ "left" ] waittill( "movedone" );
}
elevator_open_doors( doors, snd )
{
snd PlaySound( "elev_door_open" );
doors[ "left" ] ConnectPaths();
doors[ "right" ] ConnectPaths();
speed = 14; // scaler
closed_pos = doors[ "left" ].close_pos;
dist = abs( Distance( doors[ "left" ].open_pos, closed_pos ) );
moveTime = ( dist / speed ) * 0.5; // scaler
doors[ "left" ] MoveTo( doors[ "left" ].open_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
doors[ "right" ] MoveTo( doors[ "right" ].open_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
doors[ "left" ] waittill( "movedone" );
}
/************************************************************************************************************/
/* INTRO */
/************************************************************************************************************/
blend_movespeedscale_custom( percent, time )
{
player = self;
if ( !isplayer( player ) )
player = level.player;
player notify( "blend_movespeedscale_custom" );
player endon( "blend_movespeedscale_custom" );
if ( !isdefined( player.baseline_speed ) )
player.baseline_speed = 1.0;
goalspeed = percent * .01;
currspeed = player.baseline_speed;
if ( IsDefined( time ) )
{
range = goalspeed - currspeed;
interval = .05;
numcycles = time / interval;
fraction = range / numcycles;
while ( abs( goalspeed - currspeed ) > abs( fraction * 1.1 ) )
{
currspeed += fraction;
player.baseline_speed = currspeed;
if ( !flag( "player_dynamic_move_speed" ) )
level.player SetMoveSpeedScale( player.baseline_speed );
wait interval;
}
}
player.baseline_speed = goalspeed;
if ( !flag( "player_dynamic_move_speed" ) )
level.player SetMoveSpeedScale( player.baseline_speed );
}
player_dynamic_move_speed()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
flag_set( "player_dynamic_move_speed" );
current = 1;
actor = undefined;
foreach ( member in level.team )
member.plane_origin = SpawnStruct();
SetDvarIfUninitialized( "debug_playerDMS", 0 );
while ( flag( "player_dynamic_move_speed" ) )
{
//if we're close enough to an actor to be significant - then just use him
//otherwise go through a series of complicated steps to figure out where
//we are in relation to the whole team
guy = getClosest( level.player.origin, level.team );
ahead = false;
//we dont have distance2d SQUARED...so here's a hack
origin1 = ( level.player.origin[ 0 ], level.player.origin[ 1 ], 0 );
origin2 = ( guy.origin[ 0 ], guy.origin[ 1 ], 0 );
if ( DistanceSquared( origin1, origin2 ) < squared( 200 ) )
{
ahead = guy player_DMS_ahead_test();
guy.plane_origin.origin = guy player_DMS_get_plane();
actor = guy.plane_origin;
/#
if ( GetDvarInt( "debug_playerDMS" ) )
Line( actor.origin, level.player.origin, ( 1, 0, 0 ), 1 );
#/
}
else
{
//calculate if we are ahead of anyone
foreach ( member in level.team )
{
//for this level, this function is so aggressive that we'll never get this far
//ahead of someone - so don't count it
if ( DistanceSquared( level.player.origin, member.origin ) > squared( 500 ) )
continue;
ahead = member player_DMS_ahead_test();
if ( ahead )
break;
}
//calculate a facing plane based on everyone's angles, then get the closest point on the closest
//plane to us - and use that point to decide how close we are to the average of the group
planes = [];
foreach ( member in level.team )
{
member.plane_origin.origin = member player_DMS_get_plane();
planes[ planes.size ] = member.plane_origin;
}
actor = getClosest( level.player.origin, planes );
/#
if ( GetDvarInt( "debug_playerDMS" ) )
Line( actor.origin, level.player.origin, ( 0, 1, 0 ), 1 );
#/
}
/#
if ( GetDvarInt( "debug_playerDMS" ) )
Print3d( actor.origin, "dist: " + Distance( level.player.origin, actor.origin ), ( 1, 1, 1 ), 1 );
#/
//if he's wait out in front - really slow him down
if ( DistanceSquared( level.player.origin, actor.origin ) > squared( 100 ) && ahead )
{
/#
if ( GetDvarInt( "debug_playerDMS" ) )
PrintLn( "TOOO FAR AHEAD!!!!!!!!!!!" );
#/
if ( current > .55 )
current -= .015;
}
//if he's too close - take him as much as 20% under his baseline
else
if ( DistanceSquared( level.player.origin, actor.origin ) < squared( 50 ) || ahead )
{
if ( current < .78 )
current += .015;
if ( current > .8 )
current -= .015;
}
//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 )
else
if ( DistanceSquared( level.player.origin, actor.origin ) > squared( 300 ) )
{
if ( current < 1.75 )
current += .02;
}
//if he's far away - take him as much as 35% over his baseline
else
if ( DistanceSquared( level.player.origin, actor.origin ) > squared( 100 ) )
{
if ( current < 1.35 )
current += .01;
}
//if he's in range - take him back to his baseline
else
if ( DistanceSquared( level.player.origin, actor.origin ) < squared( 85 ) )
{
if ( current > 1.0 )
current -= .01;
if ( current < 1.0 )
current += .01;
}
if( current > 1.65 || flag( "player_DMS_allow_sprint" ) )
level.player AllowSprint( true );
else
level.player AllowSprint( false );
//set his speed based on baseline and this ratio
level.player.adjusted_baseline = level.player.baseline_speed * current;
if ( level.player.adjusted_baseline > 1.1 )
level.player.adjusted_baseline = 1.1;
/#
if ( GetDvarInt( "debug_playerDMS" ) )
PrintLn( "baseline: " + level.player.baseline_speed + ", adjusted: " + level.player.adjusted_baseline );
#/
level.player SetMoveSpeedScale( ( level.player.adjusted_baseline ) );
wait .05;
}
}
player_DMS_get_plane()
{
P = level.player.origin;
A = self.origin + vector_multiply( AnglesToRight( self.angles ), -5000 );
B = self.origin + vector_multiply( AnglesToRight( self.angles ), 5000 );
/#
if ( GetDvarInt( "debug_playerDMS" ) )
Line( A, B, ( 0, 0, 1 ), 1 );
#/
return PointOnSegmentNearestToPoint( A, B, P );
}
player_DMS_ahead_test()
{
ahead = false;
//this is a test to see if we're closer to their goal than they are
if ( IsDefined( self.last_set_goalent ) )
ahead = self [[ level.drs_ahead_test ]]( self.last_set_goalent, 50 );
else if ( IsDefined( self.last_set_goalnode ) )
ahead = self [[ level.drs_ahead_test ]]( self.last_set_goalnode, 50 );
return ahead;
}
lobby_sign()
{
sign = GetEnt( "intro_security_sign", "targetname" );
time1 = 1;
time2 = 1;
time3 = .5;
PlayFX( getfx( "sign_fx" ), sign.origin + ( 0, 120, 5 ) );
sign RotatePitch( -135, time1, time1 * .65, time1 * .35 );
wait time1;
sign RotatePitch( 90, time2, time2 * .5, time2 * .5 );
wait time2;
sign RotatePitch( -45, time2, time2 * .5, time2 * .5 );
wait time2 * .5;
PlayFX( getfx( "sign_fx" ), sign.origin );
sign PhysicsLaunchClient( sign.origin + ( 0, 5, -25 ), ( 1000, 5000, .1 ) );
}
elevator_floor_indicator()
{
//setup
temp = GetEntArray( "elev_num", "targetname" );
lights = [];
foreach ( item in temp )
lights[ item.script_noteworthy ] = item;
lights[ "down" ] Hide();
lights[ "2" ] Hide();
lights[ "m" ] Hide();
lights[ "l1" ] Hide();
doors = [];
doors[ "left" ] = GetEnt( "intro_elevator_door_left", "targetname" );
doors[ "right" ] = GetEnt( "intro_elevator_door_right", "targetname" );
elevator_setup( doors );
snd = Spawn( "script_origin", doors[ "left" ].close_pos );
snd2 = Spawn( "script_origin", doors[ "left" ].close_pos );
//sounds
snd PlaySound( "elev_run_start" );
snd2 PlayLoopSound( "elev_run_loop" );
thread play_sound_in_space( "scn_airport_elevator_opening_long", level.player.origin + ( 0, 0, 70 ) );
wait 5.5;
wait 4.5; // 5.5 - > M - > 1st before click
snd PlaySound( "elevator_pass_floor_beep" );
wait 6.5; // 11 - > L1 - > 2nd after click
snd PlaySound( "elevator_pass_floor_beep" );
wait 4.5; // 15.5 - > 1 - > 3rd after cough
snd PlaySound( "elevator_pass_floor_beep" );
wait 2; // 18
level.team[ "makarov" ] thread dialogue_queue( "airport_mkv_snamibog" );
wait 2;
snd2 StopLoopSound( "elev_run_loop" );
thread play_sound_in_space( "elev_run_end", snd.origin );
wait 1; // 21 - > 2
//level.makarov dialogue_queue( "airport_mkv_noruss" );
snd PlaySound( "elev_bell_ding" );
lights[ "1" ] Hide();
lights[ "2" ] Show();
lights[ "up" ] Hide();
wait .5;
lights[ "down" ] delayCall( .5, ::Show );
flag_set( "elevator_up_done" );
elevator_open_doors( doors, snd );
wait 1;
snd Delete();
snd2 Delete();
delaythread( 1, ::music_alternate );
}
elevator_player()
{
enablePlayerWeapons( false );
SetSavedDvar( "ammoCounterHide", "1" );
wait 5;
wait 5.5;
wait 2.55;
enablePlayerWeapons( true );
level.player TakeWeapon( "m4_grenadier" );
level.player TakeWeapon( "m240" );
level.player TakeWeapon( "fraggrenade" );
level.player TakeWeapon( "flash_grenade" );
wait 3.5;
level.player GiveWeapon( "saw_airport" );
level.player SwitchToWeapon( "saw_airport" );
wait 22;
level.player TakeWeapon( "saw_airport" );
enablePlayerWeapons( false );
SetSavedDvar( "ammoCounterHide", "0" );
level.player GiveWeapon( "m4_grenadier" );
level.player GiveWeapon( "m240" );
level.player GiveWeapon( "fraggrenade" );
level.player GiveWeapon( "flash_grenade" );
level.player GiveMaxAmmo( "m240" );
level.player SetWeaponAmmoClip( "m240", 100 );
level.player SwitchToWeapon( "m240" );
enablePlayerWeapons( true );
}
lobby_people_create( data )
{
group = data[ self.targetname ];
foreach ( actor in group )
{
spawner = GetEnt( actor[ "model" ], "targetname" );
spawner.count = 1;
if ( actor[ "anime" ] == "airport_civ_in_line_6_C" )
{
spawner.target = "lobby_girl_run_node";
spawner.script_moveoverride = 1;
}
else
{
spawner.target = undefined;
spawner.script_moveoverride = undefined;
}
drone = dronespawn( spawner );
drone.ref_node = self;
drone.anime = actor[ "anime" ];
drone.script_delay = actor[ "delay" ];
drone._deathanim = actor[ "deathanim" ];
drone.deathtime = actor[ "deathtime" ];
if ( IsDefined( actor[ "deleteme" ] ) )
drone.deleteme = actor[ "deleteme" ];
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();
}