IW4-Dump-Files/maps/_debug.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_utility;
#include common_scripts\utility;
/#
mainDebug()
{
level.animsound_hudlimit = 14;
thread lastSightPosWatch();
if ( level.script != "background" )
thread camera();
if ( GetDebugDvar( "debug_corner" ) == "" )
SetDvar( "debug_corner", "off" );
else
if ( GetDebugDvar( "debug_corner" ) == "on" )
debug_corner();
if ( GetDvar( "chain" ) == "1" )
thread debugchains();
thread debugDvars();
PreCacheShader( "white" );
thread debugColorFriendlies();
thread watchMinimap();
if ( GetDvar( "level_transition_test" ) != "off" )
thread complete_me();
if ( GetDvar( "level_completeall" ) != "off" )
maps\_endmission::force_all_complete();
if ( GetDvar( "level_clear_all" ) != "off" )
maps\_endmission::clearall();
// thread playerNode();
// thread colordebug();
// thread debuggoalpos();
}
#/
debugchains()
{
nodes = GetAllNodes();
fnodenum = 0;
fnodes = [];
for ( i = 0; i < nodes.size; i++ )
{
if ( ( !( nodes[ i ].spawnflags & 2 ) ) &&
(
( ( IsDefined( nodes[ i ].target ) ) && ( ( GetNodeArray( nodes[ i ].target, "targetname" ) ).size > 0 ) ) ||
( ( IsDefined( nodes[ i ].targetname ) ) && ( ( GetNodeArray( nodes[ i ].targetname, "target" ) ).size > 0 ) )
)
)
{
fnodes[ fnodenum ] = nodes[ i ];
fnodenum++;
}
}
count = 0;
while ( 1 )
{
if ( GetDvar( "chain" ) == "1" )
{
for ( i = 0; i < fnodes.size; i++ )
{
if ( Distance( level.player GetOrigin(), fnodes[ i ].origin ) < 1500 )
{
Print3d( fnodes[ i ].origin, "yo", ( 0.2, 0.8, 0.5 ), 0.45 );
/*
count++;
if( count > 25 )
{
count = 0;
waitframe();
}
*/
}
}
friends = GetAIArray( "allies" );
for ( i = 0; i < friends.size; i++ )
{
node = friends[ i ] animscripts\utility::GetClaimedNode();
if ( IsDefined( node ) )
Line( friends[ i ].origin + ( 0, 0, 35 ), node.origin, ( 0.2, 0.5, 0.8 ), 0.5 );
}
}
waitframe();
}
}
debug_enemyPos( num )
{
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
if ( ai[ i ] GetEntityNumber() != num )
continue;
ai[ i ] thread debug_enemyPosProc();
break;
}
}
debug_stopEnemyPos( num )
{
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
if ( ai[ i ] GetEntityNumber() != num )
continue;
ai[ i ] notify( "stop_drawing_enemy_pos" );
break;
}
}
debug_enemyPosProc()
{
self endon( "death" );
self endon( "stop_drawing_enemy_pos" );
for ( ;; )
{
wait( 0.05 );
if ( IsAlive( self.enemy ) )
Line( self.origin + ( 0, 0, 70 ), self.enemy.origin + ( 0, 0, 70 ), ( 0.8, 0.2, 0.0 ), 0.5 );
if ( !self animscripts\utility::hasEnemySightPos() )
continue;
pos = animscripts\utility::getEnemySightPos();
Line( self.origin + ( 0, 0, 70 ), pos, ( 0.9, 0.5, 0.3 ), 0.5 );
}
}
debug_enemyPosReplay()
{
ai = GetAIArray();
guy = undefined;
for ( i = 0; i < ai.size; i++ )
{
// if( ai[ i ] GetEntityNumber() != num )
// continue;
guy = ai[ i ];
if ( !isalive( guy ) )
continue;
if ( IsDefined( guy.lastEnemySightPos ) )
Line( guy.origin + ( 0, 0, 65 ), guy.lastEnemySightPos, ( 1, 0, 1 ), 0.5 );
if ( IsDefined( guy.goodShootPos ) )
{
if ( guy IsBadGuy() )
color = ( 1, 0, 0 );
else
color = ( 0, 0, 1 );
// nodeOffset = guy GetEye();
nodeOffset = guy.origin + ( 0, 0, 54 );
if ( IsDefined( guy.node ) )
{
if ( guy.node.type == "Cover Left" )
{
cornerNode = true;
nodeOffset = AnglesToRight( guy.node.angles );
nodeOffset = vector_multiply( nodeOffset, -32 );
nodeOffset = ( nodeOffset[ 0 ], nodeOffset[ 1 ], 64 );
nodeOffset = guy.node.origin + nodeOffset;
}
else
if ( guy.node.type == "Cover Right" )
{
cornerNode = true;
nodeOffset = AnglesToRight( guy.node.angles );
nodeOffset = vector_multiply( nodeOffset, 32 );
nodeOffset = ( nodeOffset[ 0 ], nodeOffset[ 1 ], 64 );
nodeOffset = guy.node.origin + nodeOffset;
}
}
draw_arrow( nodeOffset, guy.goodShootPos, color );
}
// break;
}
if ( 1 ) return;
if ( !isalive( guy ) )
return;
if ( IsAlive( guy.enemy ) )
Line( guy.origin + ( 0, 0, 70 ), guy.enemy.origin + ( 0, 0, 70 ), ( 0.6, 0.2, 0.2 ), 0.5 );
if ( IsDefined( guy.lastEnemySightPos ) )
Line( guy.origin + ( 0, 0, 65 ), guy.lastEnemySightPos, ( 0, 0, 1 ), 0.5 );
if ( IsAlive( guy.goodEnemy ) )
Line( guy.origin + ( 0, 0, 50 ), guy.goodEnemy.origin, ( 1, 0, 0 ), 0.5 );
if ( !guy animscripts\utility::hasEnemySightPos() )
return;
pos = guy animscripts\utility::getEnemySightPos();
Line( guy.origin + ( 0, 0, 55 ), pos, ( 0.2, 0.2, 0.6 ), 0.5 );
if ( IsDefined( guy.goodShootPos ) )
Line( guy.origin + ( 0, 0, 45 ), guy.goodShootPos, ( 0.2, 0.6, 0.2 ), 0.5 );
}
drawEntTag( num )
{
/#
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
if ( ai[ i ] GetEntNum() != num )
continue;
ai[ i ] thread dragTagUntilDeath( GetDebugDvar( "debug_tag" ) );
}
SetDvar( "debug_enttag", "" );
#/
}
drawTag( tag, opcolor, drawtime )
{
org = self GetTagOrigin( tag );
ang = self GetTagAngles( tag );
drawArrow( org, ang, opcolor, drawtime );
}
drawOrgForever( opcolor )
{
org = undefined;
ang = undefined;
for ( ;; )
{
if ( IsDefined( self ) )
{
org = self.origin;
ang = self.angles;
}
drawArrow( org, ang, opcolor );
wait( 0.05 );
}
}
/*
=============
///ScriptDocBegin
"Name: drawArrowForever( <org> , <ang> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
drawArrowForever( org, ang )
{
for ( ;; )
{
drawArrow( org, ang );
wait( 0.05 );
}
}
drawOriginForever()
{
while ( IsDefined( self ) )
{
drawArrow( self.origin, self.angles );
wait( 0.05 );
}
}
/*
=============
///ScriptDocBegin
"Name: drawArrow( <org> , <ang> , <opcolor> , <drawtime> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
drawArrow( org, ang, opcolor, drawtime )
{
scale = 10;
forward = AnglesToForward( ang );
forwardFar = vector_multiply( forward, scale );
forwardClose = vector_multiply( forward, ( scale * 0.8 ) );
right = AnglesToRight( ang );
leftdraw = vector_multiply( right, ( scale * -0.2 ) );
rightdraw = vector_multiply( right, ( scale * 0.2 ) );
up = AnglesToUp( ang );
right = vector_multiply( right, scale );
up = vector_multiply( up, scale );
red = ( 0.9, 0.2, 0.2 );
green = ( 0.2, 0.9, 0.2 );
blue = ( 0.2, 0.2, 0.9 );
if ( IsDefined( opcolor ) )
{
red = opcolor;
green = opcolor;
blue = opcolor;
}
if ( !isdefined( drawtime ) )
drawtime = 1;
Line( org, org + forwardFar, red, 0.9, 0, drawtime );
Line( org + forwardFar, org + forwardClose + rightdraw, red, 0.9, 0, drawtime );
Line( org + forwardFar, org + forwardClose + leftdraw, red, 0.9, 0, drawtime );
Line( org, org + right, blue, 0.9, 0, drawtime );
Line( org, org + up, green, 0.9, 0, drawtime );
}
/*
=============
///ScriptDocBegin
"Name: drawForwardForever( <scale> , <color> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
drawForwardForever( scale, color )
{
if ( !isdefined( scale ) )
scale = 100;
if ( !isdefined( color ) )
color = ( 0, 1, 0 );
for ( ;; )
{
if ( !isdefined( self ) )
return;
forward = AnglesToForward( self.angles );
Line( self.origin, self.origin + forward * scale, color );
wait( 0.05 );
}
}
drawPlayerViewForever()
{
for ( ;; )
{
drawArrow( level.player.origin, level.player GetPlayerAngles(), ( 1, 1, 1 ) );
wait( 0.05 );
}
}
/*
=============
///ScriptDocBegin
"Name: drawTagForever( <tag> , <opcolor> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
drawTagForever( tag, opcolor )
{
for ( ;; )
{
if ( !isdefined( self ) )
return;
drawTag( tag, opcolor );
wait( 0.05 );
}
}
drawTagTrails( tag, opcolor )
{
for ( ;; )
{
if ( !isdefined( self.origin ) )
break;
drawTag( tag, opcolor, 1000 );
wait( 0.05 );
}
}
dragTagUntilDeath( tag, opcolor )
{
self endon( "death" );
for ( ;; )
{
if ( !isdefined( self ) )
break;
if ( !isdefined( self.origin ) )
break;
drawTag( tag, opcolor );
wait( 0.05 );
}
}
viewTag( type, tag )
{
if ( type == "ai" )
{
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
ai[ i ] drawTag( tag );
}
}
debug_corner()
{
level.player.ignoreme = true;
nodes = GetAllNodes();
corners = [];
for ( i = 0; i < nodes.size; i++ )
{
if ( nodes[ i ].type == "Cover Left" )
corners[ corners.size ] = nodes[ i ];
if ( nodes[ i ].type == "Cover Right" )
corners[ corners.size ] = nodes[ i ];
}
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
ai[ i ] Delete();
level.debugspawners = GetSpawnerArray();
level.activeNodes = [];
level.completedNodes = [];
for ( i = 0; i < level.debugspawners.size; i++ )
level.debugspawners[ i ].targetname = "blah";
covered = 0;
for ( i = 0; i < 30; i++ )
{
if ( i >= corners.size )
break;
corners[ i ] thread coverTest();
covered++;
}
if ( corners.size <= 30 )
return;
for ( ;; )
{
level waittill( "debug_next_corner" );
if ( covered >= corners.size )
covered = 0;
corners[ covered ] thread coverTest();
covered++;
}
}
coverTest()
{
coverSetupAnim();
}
#using_animtree( "generic_human" );
coverSetupAnim()
{
spawn = undefined;
spawner = undefined;
for ( ;; )
{
for ( i = 0; i < level.debugspawners.size; i++ )
{
wait( 0.05 );
spawner = level.debugspawners[ i ];
nearActive = false;
for ( p = 0; p < level.activeNodes.size; p++ )
{
if ( Distance( level.activeNodes[ p ].origin, self.origin ) > 250 )
continue;
nearActive = true;
break;
}
if ( nearActive )
continue;
completed = false;
for ( p = 0; p < level.completedNodes.size; p++ )
{
if ( level.completedNodes[ p ] != self )
continue;
completed = true;
break;
}
if ( completed )
continue;
level.activeNodes[ level.activeNodes.size ] = self;
spawner.origin = self.origin;
spawner.angles = self.angles;
spawner.count = 1;
spawn = spawner StalingradSpawn();
if ( spawn_failed( spawn ) )
{
removeActiveSpawner( self );
continue;
}
break;
}
if ( IsAlive( spawn ) )
break;
}
wait( 1 );
if ( IsAlive( spawn ) )
{
spawn.ignoreme = true;
spawn.team = "neutral";
spawn SetGoalPos( spawn.origin );
thread createLine( self.origin );
spawn thread debugorigin();
thread createLineConstantly( spawn );
spawn waittill( "death" );
}
removeActiveSpawner( self );
level.completedNodes[ level.completedNodes.size ] = self;
}
removeActiveSpawner( spawner )
{
newSpawners = [];
for ( p = 0; p < level.activeNodes.size; p++ )
{
if ( level.activeNodes[ p ] == spawner )
continue;
newSpawners[ newSpawners.size ] = level.activeNodes[ p ];
}
level.activeNodes = newSpawners;
}
createLine( org )
{
for ( ;; )
{
Line( org + ( 0, 0, 35 ), org, ( 0.2, 0.5, 0.8 ), 0.5 );
wait( 0.05 );
}
}
createLineConstantly( ent )
{
org = undefined;
while ( IsAlive( ent ) )
{
org = ent.origin;
wait( 0.05 );
}
for ( ;; )
{
Line( org + ( 0, 0, 35 ), org, ( 1.0, 0.2, 0.1 ), 0.5 );
wait( 0.05 );
}
}
debugMisstime()
{
self notify( "stopdebugmisstime" );
self endon( "stopdebugmisstime" );
self endon( "death" );
for ( ;; )
{
if ( self.a.misstime <= 0 )
Print3d( self GetTagOrigin( "TAG_EYE" ) + ( 0, 0, 15 ), "hit", ( 0.3, 1, 1 ), 1 );
else
Print3d( self GetTagOrigin( "TAG_EYE" ) + ( 0, 0, 15 ), self.a.misstime / 20, ( 0.3, 1, 1 ), 1 );
wait( 0.05 );
}
}
debugMisstimeOff()
{
self notify( "stopdebugmisstime" );
}
setEmptyDvar( dvar, setting )
{
/#
if ( GetDebugDvar( dvar ) == "" )
SetDvar( dvar, setting );
#/
}
debugJump( num )
{
/#
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
if ( ai[ i ] GetEntNum() != num )
continue;
Line( level.player.origin, ai[ i ].origin, ( 0.2, 0.3, 1.0 ) );
return;
}
#/
}
debugDvars()
{
/#
create_dvar( "chasecam", "0" );
create_dvar( "viewfx", "" );
create_dvar( "debug_badpath_time", 5000 );
create_dvar( "debug_hud", "" );
create_dvar( "vehicle_info", 0 );
create_dvar( "getdot", 0 );
if ( GetDvar( "level_transition_test" ) == "" )
SetDvar( "level_transition_test", "off" );
if ( GetDvar( "level_completeall" ) == "" )
SetDvar( "level_completeall", "off" );
if ( GetDvar( "level_clear_all" ) == "" )
SetDvar( "level_clear_all", "off" );
waittillframeend;// for vars to get init'd elsewhere
setEmptyDvar( "debug_accuracypreview", "off" );
if ( GetDebugDvar( "debug_lookangle" ) == "" )
SetDvar( "debug_lookangle", "off" );
if ( GetDebugDvar( "debug_grenademiss" ) == "" )
SetDvar( "debug_grenademiss", "off" );
if ( GetDebugDvar( "debug_enemypos" ) == "" )
SetDvar( "debug_enemypos", "-1" );
if ( GetDebugDvar( "debug_dotshow" ) == "" )
SetDvar( "debug_dotshow", "-1" );
if ( GetDebugDvar( "debug_stopenemypos" ) == "" )
SetDvar( "debug_stopenemypos", "-1" );
if ( GetDebugDvar( "debug_replayenemypos" ) == "" )
SetDvar( "debug_replayenemypos", "-1" );
if ( GetDebugDvar( "debug_tag" ) == "" )
SetDvar( "debug_tag", "" );
if ( GetDebugDvar( "debug_arrivals" ) == "" )
SetDvar( "debug_arrivals", "" );
if ( GetDebugDvar( "debug_chatlook" ) == "" )
SetDvar( "debug_chatlook", "" );
if ( GetDebugDvar( "debug_vehicletag" ) == "" )
SetDvar( "debug_vehicletag", "" );
if ( GetDebugDvar( "debug_colorfriendlies" ) == "" )
SetDvar( "debug_colorfriendlies", "off" );
if ( GetDebugDvar( "debug_animreach" ) == "" )
SetDvar( "debug_animreach", "off" );
if ( GetDebugDvar( "debug_hatmodel" ) == "" )
SetDvar( "debug_hatmodel", "on" );
if ( GetDebugDvar( "debug_trace" ) == "" )
SetDvar( "debug_trace", "off" );
level.debug_badpath = false;
if ( GetDebugDvar( "debug_badpath" ) == "" )
SetDvar( "debug_badpath", "off" );
if ( GetDebugDvar( "anim_lastsightpos" ) == "" )
SetDvar( "debug_lastsightpos", "off" );
if ( GetDebugDvar( "debug_dog_sound" ) == "" )
SetDvar( "debug_dog_sound", "" );
if ( GetDvar( "debug_nuke" ) == "" )
SetDvar( "debug_nuke", "off" );
if ( GetDebugDvar( "debug_deathents" ) == "on" )
SetDvar( "debug_deathents", "off" );
if ( GetDvar( "debug_jump" ) == "" )
SetDvar( "debug_jump", "" );
if ( GetDvar( "debug_hurt" ) == "" )
SetDvar( "debug_hurt", "" );
if ( GetDebugDvar( "animsound" ) == "" )
SetDvar( "animsound", "off" );
if ( GetDvar( "tag" ) == "" )
SetDvar( "tag", "" );
for ( i = 1; i <= level.animsound_hudlimit; i++ )
{
if ( GetDvar( "tag" + i ) == "" )
SetDvar( "tag" + i, "" );
}
if ( GetDebugDvar( "animsound_save" ) == "" )
SetDvar( "animsound_save", "" );
if ( GetDebugDvar( "debug_depth" ) == "" )
SetDvar( "debug_depth", "" );
if ( GetDebugDvar( "debug_colornodes" ) == "" )
SetDvar( "debug_colornodes", "" );
if ( GetDebugDvar( "debug_reflection" ) == "" )
SetDvar( "debug_reflection", "0" );
if ( GetDebugDvar( "debug_fxlighting" ) == "" )
SetDvar( "debug_fxlighting", "0" );
level.last_threat_debug = -23430;
if ( GetDebugDvar( "debug_threat" ) == "" )
SetDvar( "debug_threat", "-1" );
PreCacheModel( "test_sphere_silver" );
level._effect[ "lighting_fraction" ] = LoadFX( "test/lighting_fraction" );
red = ( 1, 0, 0 );
blue = ( 0, 0, 1 );
yellow = ( 1, 1, 0 );
cyan = ( 0, 1, 1 );
green = ( 0, 1, 0 );
purple = ( 1, 0, 1 );
orange = ( 1, 0.5, 0 );
level.color_debug[ "r" ] = red;
level.color_debug[ "b" ] = blue;
level.color_debug[ "y" ] = yellow;
level.color_debug[ "c" ] = cyan;
level.color_debug[ "g" ] = green;
level.color_debug[ "p" ] = purple;
level.color_debug[ "o" ] = orange;
level.debug_reflection = 0;
level.debug_fxlighting = 0;
//if( GetDvar( "debug_character_count" ) == "" )
// SetDvar( "debug_character_count", "off" );
// thread hatmodel();
//thread debug_character_count();
noAnimscripts = GetDvar( "debug_noanimscripts" ) == "on";
for ( ;; )
{
if ( GetDebugDvarInt( "getdot" ) > 0 )
{
draw_dot_for_ent( GetDebugDvarInt( "getdot" ) );
}
if ( GetDvarInt( "viewfx" ) )
{
viewfx();
SetDvar( "viewfx", "" );
}
if ( GetDvar( "debug_hud" ) != "" )
{
if ( IsDefined( level.amb_hud ) )
{
foreach ( hud_array in level.amb_hud )
{
foreach ( hud in hud_array )
{
hud Destroy();
}
}
level.amb_hud = undefined;
}
if ( IsDefined( level.bcs_hud ) )
{
level.bcs_hud Destroy();
level.bcs_hud = undefined;
}
}
if ( GetDebugDvar( "debug_jump" ) != "" )
debugJump( GetDebugDvarInt( "debug_jump" ) );
if ( GetDvarInt( "chasecam" ) )
chaseCam( GetDvarInt( "chasecam" ) );
if ( GetDebugDvar( "debug_tag" ) != "" )
{
thread viewTag( "ai", GetDebugDvar( "debug_tag" ) );
if ( GetDebugDvarInt( "debug_enttag" ) > 0 )
thread drawEntTag( GetDebugDvarInt( "debug_enttag" ) );
}
if ( GetDebugDvar( "debug_colornodes" ) == "on" )
thread debug_colornodes();
if ( GetDebugDvar( "debug_replayenemypos" ) == "on" )
thread debug_enemyPosReplay();
thread debug_animSound();
if ( GetDvar( "tag" ) != "" )
thread debug_animSoundTagSelected();
for ( i = 1; i <= level.animsound_hudlimit; i++ )
{
if ( GetDvar( "tag" + i ) != "" )
thread debug_animSoundTag( i );
}
if ( GetDebugDvar( "animsound_save" ) != "" )
thread debug_animSoundSave();
if ( GetDvar( "debug_nuke" ) != "off" )
{
thread debug_nuke();
}
if ( GetDebugDvar( "debug_misstime" ) == "on" )
{
SetDvar( "debug_misstime", "start" );
array_thread( GetAIArray(), ::debugMisstime );
}
else
if ( GetDebugDvar( "debug_misstime" ) == "off" )
{
SetDvar( "debug_misstime", "start" );
array_thread( GetAIArray(), ::debugMisstimeOff );
}
if ( GetDebugDvar( "debug_deathents" ) == "on" )
thread deathspawnerPreview();
if ( GetDvar( "debug_hurt" ) == "on" )
{
SetDvar( "debug_hurt", "off" );
level.player DoDamage( 50, ( 324234, 3423423, 2323 ) );
}
if ( GetDvar( "debug_hurt" ) == "on" )
{
SetDvar( "debug_hurt", "off" );
level.player DoDamage( 50, ( 324234, 3423423, 2323 ) );
}
if ( GetDvar( "debug_depth" ) == "on" )
{
thread fogcheck();
}
if ( GetDebugDvarInt( "vehicle_info" ) )
{
random_noteworthy = RandomInt( 34234 ) + "_" + RandomInt( 23423 );
SetDvar( "vehicle_info", 0 );
vehicles = GetEntArray( "script_vehicle", "code_classname" );
foreach ( vehicle in vehicles )
{
if ( !isdefined( vehicle ) )
continue;
if ( IsSpawner( vehicle ) )
continue;
vehicle print_vehicle_info( random_noteworthy );
}
}
if ( GetDebugDvar( "debug_threat" ) != "-1" )
{
debugThreat();
}
level.debug_badpath = GetDebugDvar( "debug_badpath" ) == "on";
if ( GetDebugDvarInt( "debug_enemypos" ) != -1 )
{
thread debug_enemypos( GetDebugDvarInt( "debug_enemypos" ) );
SetDvar( "debug_enemypos", "-1" );
}
if ( GetDebugDvarInt( "debug_stopenemypos" ) != -1 )
{
thread debug_stopenemypos( GetDebugDvarInt( "debug_stopenemypos" ) );
SetDvar( "debug_stopenemypos", "-1" );
}
if ( !noAnimscripts && GetDvar( "debug_noanimscripts" ) == "on" )
{
anim.defaultException = animscripts\init::infiniteLoop;
noAnimscripts = true;
}
if ( noAnimscripts && GetDvar( "debug_noanimscripts" ) == "off" )
{
anim.defaultException = animscripts\init::empty;
anim notify( "new exceptions" );
noAnimscripts = false;
}
if ( GetDebugDvar( "debug_trace" ) == "on" )
{
if ( !isdefined( level.traceStart ) )
thread showDebugTrace();
level.traceStart = level.player GetEye();
SetDvar( "debug_trace", "off" );
}
debug_reflection();
debug_fxlighting();
wait( 0.05 );
}
#/
}
remove_reflection_objects()
{
/#
if ( ( level.debug_reflection == 2 || level.debug_reflection == 3 ) && IsDefined( level.debug_reflection_objects ) )
{
for ( i = 0; i < level.debug_reflection_objects.size; i++ )
{
level.debug_reflection_objects[ i ] Delete();
}
level.debug_reflection_objects = undefined;
}
if ( level.debug_reflection == 1 || level.debug_reflection == 3 )
{
level.debug_reflectionobject Delete();
}
#/
}
create_reflection_objects()
{
/#
reflection_locs = GetReflectionLocs();
for ( i = 0; i < reflection_locs.size; i++ )
{
level.debug_reflection_objects[ i ] = Spawn( "script_model", reflection_locs[ i ] );
level.debug_reflection_objects[ i ] SetModel( "test_sphere_silver" );
}
#/
}
create_reflection_object()
{
/#
level.debug_reflectionobject = Spawn( "script_model", level.player GetEye() + ( vector_multiply( AnglesToForward( level.player.angles ), 100 ) ) );
level.debug_reflectionobject SetModel( "test_sphere_silver" );
level.debug_reflectionobject.origin = level.player GetEye() + ( vector_multiply( AnglesToForward( level.player GetPlayerAngles() ), 100 ) );
level.debug_reflectionobject LinkTo( level.player );
thread debug_reflection_buttons();
#/
}
debug_reflection()
{
/#
if ( ( GetDebugDvar( "debug_reflection" ) == "2" && level.debug_reflection != 2 ) || ( GetDebugDvar( "debug_reflection" ) == "3" && level.debug_reflection != 3 ) )
{
remove_reflection_objects();
if ( GetDebugDvar( "debug_reflection" ) == "2" )
{
create_reflection_objects();
level.debug_reflection = 2;
}
else
{
create_reflection_objects();
create_reflection_object();
level.debug_reflection = 3;
}
}
else if ( GetDebugDvar( "debug_reflection" ) == "1" && level.debug_reflection != 1 )
{
remove_reflection_objects();
create_reflection_object();
level.debug_reflection = 1;
}
else if ( GetDebugDvar( "debug_reflection" ) == "0" && level.debug_reflection != 0 )
{
remove_reflection_objects();
level.debug_reflection = 0;
}
#/
}
debug_reflection_buttons()
{
/#
offset = 100;
lastoffset = offset;
offsetinc = 50;
while ( GetDebugDvar( "debug_reflection" ) == "1" || GetDebugDvar( "debug_reflection" ) == "3" )
{
if ( level.player ButtonPressed( "BUTTON_X" ) )
offset += offsetinc;
if ( level.player ButtonPressed( "BUTTON_Y" ) )
offset -= offsetinc;
if ( offset > 1000 )
offset = 1000;
if ( offset < 64 )
offset = 64;
// if( offset!=lastoffset )
// {
level.debug_reflectionobject Unlink();
level.debug_reflectionobject.origin = level.player GetEye() + ( vector_multiply( AnglesToForward( level.player GetPlayerAngles() ), offset ) );
lastoffset = offset;
level.debug_reflectionobject LinkTo( level.player );
// }
wait .05;
}
#/
}
remove_fxlighting_object()
{
/#
if ( level.debug_fxlighting == 1 )
{
level.debug_fxlightingobject Delete();
}
#/
}
create_fxlighting_object()
{
/#
level.debug_fxlightingobject = Spawn( "script_model", level.player GetEye() + ( vector_multiply( AnglesToForward( level.player.angles ), 100 ) ) );
level.debug_fxlightingobject SetModel( "tag_origin" );
level.debug_fxlightingobject.origin = level.player GetEye() + ( vector_multiply( AnglesToForward( level.player GetPlayerAngles() ), 100 ) );
level.debug_fxlightingobject LinkTo( level.player );
level.debug_fxlightingobject thread play_fxlighting_fx();
thread debug_fxlighting_buttons();
#/
}
play_fxlighting_fx()
{
self endon( "death" );
while ( true )
{
PlayFXOnTag( getfx( "lighting_fraction" ), self, "tag_origin" );
wait( 0.1 );
}
}
debug_fxlighting()
{
/#
if ( GetDebugDvar( "debug_fxlighting" ) == "1" && level.debug_fxlighting != 1 )
{
create_fxlighting_object();
level.debug_fxlighting = 1;
}
else if ( GetDebugDvar( "debug_fxlighting" ) == "0" && level.debug_fxlighting != 0 )
{
remove_fxlighting_object();
level.debug_fxlighting = 0;
}
#/
}
debug_fxlighting_buttons()
{
/#
offset = 100;
lastoffset = offset;
offsetinc = 50;
while ( GetDebugDvar( "debug_fxlighting" ) == "1" || GetDebugDvar( "debug_fxlighting" ) == "3" )
{
if ( level.player ButtonPressed( "BUTTON_X" ) )
offset += offsetinc;
if ( level.player ButtonPressed( "BUTTON_Y" ) )
offset -= offsetinc;
if ( offset > 1000 )
offset = 1000;
if ( offset < 64 )
offset = 64;
level.debug_fxlightingobject Unlink();
level.debug_fxlightingobject.origin = level.player GetEye() + ( vector_multiply( AnglesToForward( level.player GetPlayerAngles() ), offset ) );
lastoffset = offset;
level.debug_fxlightingobject LinkTo( level.player );
wait .05;
}
#/
}
showDebugTrace()
{
startOverride = undefined;
endOverride = undefined;
startOverride = ( 15.1859, -12.2822, 4.071 );
endOverride = ( 947.2, -10918, 64.9514 );
Assert( !isdefined( level.traceEnd ) );
for ( ;; )
{
wait( 0.05 );
start = startOverride;
end = endOverride;
if ( !isdefined( startOverride ) )
start = level.traceStart;
if ( !isdefined( endOverride ) )
end = level.player GetEye();
trace = BulletTrace( start, end, false, undefined );
Line( start, trace[ "position" ], ( 0.9, 0.5, 0.8 ), 0.5 );
}
}
hatmodel()
{
/#
for ( ;; )
{
if ( GetDebugDvar( "debug_hatmodel" ) == "off" )
return;
noHat = [];
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
if ( IsDefined( ai[ i ].hatmodel ) )
continue;
alreadyKnown = false;
for ( p = 0; p < noHat.size; p++ )
{
if ( noHat[ p ] != ai[ i ].classname )
continue;
alreadyKnown = true;
break;
}
if ( !alreadyKnown )
noHat[ noHat.size ] = ai[ i ].classname;
}
if ( noHat.size )
{
PrintLn( " " );
PrintLn( "The following AI have no Hatmodel, so helmets can not pop off on head-shot death:" );
for ( i = 0; i < noHat.size; i++ )
PrintLn( "Classname: ", noHat[ i ] );
PrintLn( "To disable hatModel spam, type debug_hatmodel off" );
}
wait( 15 );
}
#/
}
debug_character_count()
{
//drones
drones = NewHudElem();
drones.alignX = "left";
drones.alignY = "middle";
drones.x = 10;
drones.y = 100;
// drones: [&&1]
drones.label = &"DEBUG_DRONES";
drones.alpha = 0;
//allies
allies = NewHudElem();
allies.alignX = "left";
allies.alignY = "middle";
allies.x = 10;
allies.y = 115;
// allies: [&&1]
allies.label = &"DEBUG_ALLIES";
allies.alpha = 0;
//allies
axis = NewHudElem();
axis.alignX = "left";
axis.alignY = "middle";
axis.x = 10;
axis.y = 130;
// axis: [&&1]
axis.label = &"DEBUG_AXIS";
axis.alpha = 0;
//vehicles
vehicles = NewHudElem();
vehicles.alignX = "left";
vehicles.alignY = "middle";
vehicles.x = 10;
vehicles.y = 145;
// drones: [&&1]
vehicles.label = &"DEBUG_VEHICLES";
vehicles.alpha = 0;
//total
total = NewHudElem();
total.alignX = "left";
total.alignY = "middle";
total.x = 10;
total.y = 160;
// total: [&&1]
total.label = &"DEBUG_TOTAL";
total.alpha = 0;
lastdvar = "off";
for ( ;; )
{
dvar = GetDvar( "debug_character_count" );
if ( dvar == "off" )
{
if ( dvar != lastdvar )
{
drones.alpha = 0;
allies.alpha = 0;
axis.alpha = 0;
vehicles.alpha = 0;
total.alpha = 0;
lastdvar = dvar;
}
wait .25;
continue;
}
else
{
if ( dvar != lastdvar )
{
drones.alpha = 1;
allies.alpha = 1;
axis.alpha = 1;
vehicles.alpha = 1;
total.alpha = 1;
lastdvar = dvar;
}
}
//drones
count_drones = GetEntArray( "drone", "targetname" ).size;
drones SetValue( count_drones );
//allies
count_allies = GetAIArray( "allies" ).size;
allies SetValue( count_allies );
//axis
count_axis = GetAIArray( "bad_guys" ).size;
axis SetValue( count_axis );
vehicles SetValue( GetEntArray( "script_vehicle", "classname" ).size );
//total
total SetValue( count_drones + count_allies + count_axis );
wait 0.25;
}
}
nuke()
{
if ( !self.damageshield )
self Kill( ( 0, 0, -500 ), level.player, level.player );
}
debug_nuke()
{
/#
dvar = GetDvar( "debug_nuke" );
if ( dvar == "on" )
{
ai = GetAISpeciesArray( "bad_guys", "all" );
for ( i = 0; i < ai.size; i++ )
ai[ i ] nuke();
}
else
if ( dvar == "ai" )
{
ai = GetAIArray( "bad_guys" );
for ( i = 0; i < ai.size; i++ )
ai[ i ] nuke();
}
else
if ( dvar == "dogs" )
{
ai = GetAISpeciesArray( "bad_guys", "dog" );
for ( i = 0; i < ai.size; i++ )
ai[ i ] nuke();
}
SetDvar( "debug_nuke", "off" );
#/
}
debug_missTime()
{
}
camera()
{
wait( 0.05 );
cameras = GetEntArray( "camera", "targetname" );
for ( i = 0; i < cameras.size; i++ )
{
ent = GetEnt( cameras[ i ].target, "targetname" );
cameras[ i ].origin2 = ent.origin;
cameras[ i ].angles = VectorToAngles( ent.origin - cameras[ i ].origin );
}
for ( ;; )
{
/#
if ( GetDebugDvar( "camera" ) != "on" )
{
if ( GetDebugDvar( "camera" ) != "off" )
SetDvar( "camera", "off" );
wait( 1 );
continue;
}
#/
ai = GetAIArray( "axis" );
if ( !ai.size )
{
freePlayer();
wait( 0.5 );
continue;
}
cameraWithEnemy = [];
for ( i = 0; i < cameras.size; i++ )
{
for ( p = 0; p < ai.size; p++ )
{
if ( Distance( cameras[ i ].origin, ai[ p ].origin ) > 256 )
continue;
cameraWithEnemy[ cameraWithEnemy.size ] = cameras[ i ];
break;
}
}
if ( !cameraWithEnemy.size )
{
freePlayer();
wait( 0.5 );
continue;
}
cameraWithPlayer = [];
for ( i = 0; i < cameraWithEnemy.size; i++ )
{
camera = cameraWithEnemy[ i ];
start = camera.origin2;
end = camera.origin;
difference = VectorToAngles( ( end[ 0 ], end[ 1 ], end[ 2 ] ) - ( start[ 0 ], start[ 1 ], start[ 2 ] ) );
angles = ( 0, difference[ 1 ], 0 );
forward = AnglesToForward( angles );
difference = VectorNormalize( end - level.player.origin );
dot = VectorDot( forward, difference );
if ( dot < 0.85 )
continue;
cameraWithPlayer[ cameraWithPlayer.size ] = camera;
}
if ( !cameraWithPlayer.size )
{
freePlayer();
wait( 0.5 );
continue;
}
dist = Distance( level.player.origin, cameraWithPlayer[ 0 ].origin );
newcam = cameraWithPlayer[ 0 ];
for ( i = 1; i < cameraWithPlayer.size; i++ )
{
newdist = Distance( level.player.origin, cameraWithPlayer[ i ].origin );
if ( newdist > dist )
continue;
newcam = cameraWithPlayer[ i ];
dist = newdist;
}
setPlayerToCamera( newcam );
wait( 3 );
}
}
freePlayer()
{
SetDvar( "cl_freemove", "0" );
}
setPlayerToCamera( camera )
{
SetDvar( "cl_freemove", "2" );
SetDebugAngles( camera.angles );
SetDebugOrigin( camera.origin + ( 0, 0, -60 ) );
}
/*
waitframe();
thread anglescheck();
if( !isdefined( level.camera ) )
return;
// wait( 1 );
mintime = 0;
linker = false;
while( GetDvar( "camera" ) == "on" )
{
for( i=0;i<level.camera.size;i++ )
{
if( GetDvar( "camera" ) != "on" )
break;
SetDvar( "nextcamera", "on" );
SetDvar( "lastcamera", "on" );
level.player SetOrigin( level.camera[ i ].origin );
level.player LinkTo( level.camera[ i ] );
level.player SetPlayerAngles( level.camera[ i ].angles );
timer = GetTime() + 10000;
if( timer < mintime )
timer = mintime;
oldorigin = level.player GetOrigin();
while( GetTime() < timer )
{
if( GetTime() > timer - 8000 )
if(( GetTime() > mintime ) &&( Distance( level.player GetOrigin(), oldorigin ) > 128 ) )
{
mintime = GetTime() + 500000;
timer = mintime;
}
if( GetDvar( "camera" ) != "on" )
break;
if( GetDvar( "nextcamera" ) == "1" )
break;
if( GetDvar( "lastcamera" ) == "1" )
{
i-=2;
if( i < 0 )
i+=level.camera.size;
break;
}
waitframe();
}
if(( GetDvar( "nextcamera" ) == "1" ) ||( GetDvar( "lastcamera" ) == "1" ) )
mintime = GetTime() + 500000;
}
}
if( linker )
level.player Unlink();
}
*/
anglescheck()
{
while ( 1 )
{
if ( GetDvar( "angles", "0" ) == "1" )
{
PrintLn( "origin " + level.player GetOrigin() );
PrintLn( "angles " + level.player.angles );
SetDvar( "angles", "0" );
}
wait( 1 );
}
}
dolly()
{
if ( !isdefined( level.dollyTime ) )
level.dollyTime = 5;
SetDvar( "dolly", "" );
thread dollyStart();
thread dollyEnd();
thread dollyGo();
}
dollyStart()
{
while ( 1 )
{
if ( GetDvar( "dolly" ) == "start" )
{
level.dollystart = level.player.origin;
SetDvar( "dolly", "" );
}
wait( 1 );
}
}
dollyEnd()
{
while ( 1 )
{
if ( GetDvar( "dolly" ) == "end" )
{
level.dollyend = level.player.origin;
SetDvar( "dolly", "" );
}
wait( 1 );
}
}
dollyGo()
{
while ( 1 )
{
wait( 1 );
if ( GetDvar( "dolly" ) == "go" )
{
SetDvar( "dolly", "" );
if ( !isdefined( level.dollystart ) )
{
PrintLn( "NO Dolly Start!" );
continue;
}
if ( !isdefined( level.dollyend ) )
{
PrintLn( "NO Dolly End!" );
continue;
}
org = Spawn( "script_origin", ( 0, 0, 0 ) );
org.origin = level.dollystart;
level.player SetOrigin( org.origin );
level.player LinkTo( org );
org MoveTo( level.dollyend, level.dollyTime );
wait( level.dollyTime );
org Delete();
}
}
}
deathspawnerPreview()
{
waittillframeend;
for ( i = 0; i < 50; i++ )
{
if ( !isdefined( level.deathspawnerents[ i ] ) )
continue;
array = level.deathspawnerents[ i ];
for ( p = 0; p < array.size; p++ )
{
ent = array[ p ];
if ( IsDefined( ent.truecount ) )
Print3d( ent.origin, i + ": " + ent.truecount, ( 0, 0.8, 0.6 ), 5 );
else
Print3d( ent.origin, i + ": " + ".", ( 0, 0.8, 0.6 ), 5 );
}
}
}
lastSightPosWatch()
{
/#
for ( ;; )
{
wait( 0.05 );
num = GetDvarInt( "lastsightpos" );
if ( !num )
continue;
guy = undefined;
ai = GetAIArray();
for ( i = 0; i < ai.size; i++ )
{
if ( ai[ i ] GetEntNum() != num )
continue;
guy = ai[ i ];
break;
}
if ( !isalive( guy ) )
continue;
if ( guy animscripts\utility::hasEnemySightPos() )
org = guy animscripts\utility::getEnemySightPos();
else
org = undefined;
for ( ;; )
{
newnum = GetDvarInt( "lastsightpos" );
if ( num != newnum )
break;
if ( ( IsAlive( guy ) ) && ( guy animscripts\utility::hasEnemySightPos() ) )
org = guy animscripts\utility::getEnemySightPos();
if ( !isdefined( org ) )
{
wait( 0.05 );
continue;
}
range = 10;
color = ( 0.2, 0.9, 0.8 );
Line( org + ( 0, 0, range ), org + ( 0, 0, range * -1 ), color, 1.0 );
Line( org + ( range, 0, 0 ), org + ( range * -1, 0, 0 ), color, 1.0 );
Line( org + ( 0, range, 0 ), org + ( 0, range * -1, 0 ), color, 1.0 );
wait( 0.05 );
}
}
#/
}
watchMinimap()
{
PreCacheItem( "defaultweapon" );
while ( 1 )
{
updateMinimapSetting();
wait .25;
}
}
updateMinimapSetting()
{
// use 0 for no required map aspect ratio.
requiredMapAspectRatio = GetDvarFloat( "scr_requiredMapAspectRatio", 1 );
if ( !isdefined( level.minimapheight ) ) {
SetDvar( "scr_minimap_height", "0" );
level.minimapheight = 0;
}
minimapheight = GetDvarFloat( "scr_minimap_height" );
if ( minimapheight != level.minimapheight )
{
if ( IsDefined( level.minimaporigin ) ) {
level.minimapplayer Unlink();
level.minimaporigin Delete();
level notify( "end_draw_map_bounds" );
}
if ( minimapheight > 0 )
{
level.minimapheight = minimapheight;
player = level.player;
corners = GetEntArray( "minimap_corner", "targetname" );
if ( corners.size == 2 )
{
viewpos = ( corners[ 0 ].origin + corners[ 1 ].origin );
viewpos = ( viewpos[ 0 ] * .5, viewpos[ 1 ] * .5, viewpos[ 2 ] * .5 );
maxcorner = ( corners[ 0 ].origin[ 0 ], corners[ 0 ].origin[ 1 ], viewpos[ 2 ] );
mincorner = ( corners[ 0 ].origin[ 0 ], corners[ 0 ].origin[ 1 ], viewpos[ 2 ] );
if ( corners[ 1 ].origin[ 0 ] > corners[ 0 ].origin[ 0 ] )
maxcorner = ( corners[ 1 ].origin[ 0 ], maxcorner[ 1 ], maxcorner[ 2 ] );
else
mincorner = ( corners[ 1 ].origin[ 0 ], mincorner[ 1 ], mincorner[ 2 ] );
if ( corners[ 1 ].origin[ 1 ] > corners[ 0 ].origin[ 1 ] )
maxcorner = ( maxcorner[ 0 ], corners[ 1 ].origin[ 1 ], maxcorner[ 2 ] );
else
mincorner = ( mincorner[ 0 ], corners[ 1 ].origin[ 1 ], mincorner[ 2 ] );
viewpostocorner = maxcorner - viewpos;
viewpos = ( viewpos[ 0 ], viewpos[ 1 ], viewpos[ 2 ] + minimapheight );
origin = Spawn( "script_origin", player.origin );
northvector = ( Cos( GetNorthYaw() ), Sin( GetNorthYaw() ), 0 );
eastvector = ( northvector[ 1 ], 0 - northvector[ 0 ], 0 );
disttotop = VectorDot( northvector, viewpostocorner );
if ( disttotop < 0 )
disttotop = 0 - disttotop;
disttoside = VectorDot( eastvector, viewpostocorner );
if ( disttoside < 0 )
disttoside = 0 - disttoside;
// extend map bounds to meet the required aspect ratio
if ( requiredMapAspectRatio > 0 )
{
mapAspectRatio = disttoside / disttotop;
if ( mapAspectRatio < requiredMapAspectRatio )
{
incr = requiredMapAspectRatio / mapAspectRatio;
disttoside *= incr;
addvec = vecscale( eastvector, VectorDot( eastvector, maxcorner - viewpos ) * ( incr - 1 ) );
mincorner -= addvec;
maxcorner += addvec;
}
else
{
incr = mapAspectRatio / requiredMapAspectRatio;
disttotop *= incr;
addvec = vecscale( northvector, VectorDot( northvector, maxcorner - viewpos ) * ( incr - 1 ) );
mincorner -= addvec;
maxcorner += addvec;
}
}
if ( level.console )
{
aspectratioguess = 16.0 / 9.0;
// .8 would be .75 but it needs to be bigger because of safe area
angleside = 2 * ATan( disttoside * .8 / minimapheight );
angletop = 2 * ATan( disttotop * aspectratioguess * .8 / minimapheight );
}
else
{
aspectratioguess = 4.0 / 3.0;
// multiply by 1.05 to give some margin to work with
angleside = 2 * ATan( disttoside * 1.05 / minimapheight );
angletop = 2 * ATan( disttotop * aspectratioguess * 1.05 / minimapheight );
}
if ( angleside > angletop )
angle = angleside;
else
angle = angletop;
znear = minimapheight - 1000;
if ( znear < 16 ) znear = 16;
if ( znear > 10000 ) znear = 10000;
player PlayerLinkToAbsolute( origin );
origin.origin = viewpos + ( 0, 0, -62 );
origin.angles = ( 90, GetNorthYaw(), 0 );
// because some guns can mess up the field of view, require default weapon
player GiveWeapon( "defaultweapon" );
SetSavedDvar( "cg_fov", angle );
// Internal Dvar set: cg_drawgun - Internal Dvars cannot be changed by script. Use 'setsaveddvar' to alter SAVED internal dvars
// setsaveddvar can only be called on dvars with the SAVED flag set
// Error: "cg_drawgun" is not a valid dvar to set using setclientdvar
level.minimapplayer = player;
level.minimaporigin = origin;
thread drawMiniMapBounds( viewpos, mincorner, maxcorner );
}
else
PrintLn( "^1Error: There are not exactly 2 \"minimap_corner\" entities in the level." );
}
}
}
getchains()
{
chainarray = [];
chainarray = GetEntArray( "minimap_line", "script_noteworthy" );
array = [];
for ( i = 0; i < chainarray.size; i++ )
{
array[ i ] = chainarray[ i ] getchain();
}
return array;
}
getchain()
{
array = [];
ent = self;
while ( IsDefined( ent ) )
{
array[ array.size ] = ent;
if ( !isdefined( ent ) || !isdefined( ent.target ) )
break;
ent = GetEnt( ent.target, "targetname" );
if ( IsDefined( ent ) && ent == array[ 0 ] )
{
array[ array.size ] = ent;
break;
}
}
originarray = [];
for ( i = 0; i < array.size; i++ )
originarray[ i ] = array[ i ].origin;
return originarray;
}
vecscale( vec, scalar )
{
return( vec[ 0 ] * scalar, vec[ 1 ] * scalar, vec[ 2 ] * scalar );
}
drawMiniMapBounds( viewpos, mincorner, maxcorner )
{
level notify( "end_draw_map_bounds" );
level endon( "end_draw_map_bounds" );
viewheight = ( viewpos[ 2 ] - maxcorner[ 2 ] );
diaglen = Length( mincorner - maxcorner );
mincorneroffset = ( mincorner - viewpos );
mincorneroffset = VectorNormalize( ( mincorneroffset[ 0 ], mincorneroffset[ 1 ], 0 ) );
mincorner = mincorner + vecscale( mincorneroffset, diaglen * 1 / 800 * 0 );
maxcorneroffset = ( maxcorner - viewpos );
maxcorneroffset = VectorNormalize( ( maxcorneroffset[ 0 ], maxcorneroffset[ 1 ], 0 ) );
maxcorner = maxcorner + vecscale( maxcorneroffset, diaglen * 1 / 800 * 0 );
north = ( Cos( GetNorthYaw() ), Sin( GetNorthYaw() ), 0 );
diagonal = maxcorner - mincorner;
side = vecscale( north, VectorDot( diagonal, north ) );
sidenorth = vecscale( north, abs( VectorDot( diagonal, north ) ) );
corner0 = mincorner;
corner1 = mincorner + side;
corner2 = maxcorner;
corner3 = maxcorner - side;
toppos = vecscale( mincorner + maxcorner, .5 ) + vecscale( sidenorth, .51 );
textscale = diaglen * .003;
chains = getchains();
while ( 1 )
{
Line( corner0, corner1 );
Line( corner1, corner2 );
Line( corner2, corner3 );
Line( corner3, corner0 );
array_levelthread( chains, ::plot_points );
Print3d( toppos, "This Side Up", ( 1, 1, 1 ), 1, textscale );
wait .05;
}
}
islookingatorigin( origin )
{
normalvec = VectorNormalize( origin - self GetShootAtPos() );
veccomp = VectorNormalize( ( origin - ( 0, 0, 24 ) ) - self GetShootAtPos() );
insidedot = VectorDot( normalvec, veccomp );
anglevec = AnglesToForward( self GetPlayerAngles() );
vectordot = VectorDot( anglevec, normalvec );
if ( vectordot > insidedot )
return true;
else
return false;
}
debug_colornodes()
{
wait( 0.05 );
ai = GetAIArray();
array = [];
array[ "axis" ] = [];
array[ "allies" ] = [];
array[ "neutral" ] = [];
for ( i = 0; i < ai.size; i++ )
{
guy = ai[ i ];
if ( !isdefined( guy.currentColorCode ) )
continue;
array[ guy.team ][ guy.currentColorCode ] = true;
color = ( 1, 1, 1 );
if ( IsDefined( guy.script_forcecolor ) )
color = level.color_debug[ guy.script_forcecolor ];
Print3d( guy.origin + ( 0, 0, 50 ), guy.currentColorCode, color, 1, 1 );
// axis dont do forcecolor behavior, they do follow the leader for force color
if ( guy.team == "axis" )
continue;
guy try_to_draw_line_to_node();
}
draw_colorNodes( array, "allies" );
draw_colorNodes( array, "axis" );
}
draw_colorNodes( array, team )
{
keys = GetArrayKeys( array[ team ] );
for ( i = 0; i < keys.size; i++ )
{
color = ( 1, 1, 1 );
// use the first letter of the key as the color
color = level.color_debug[ GetSubStr( keys[ i ], 0, 1 ) ];
if ( IsDefined( level.colorNodes_debug_array[ team ][ keys[ i ] ] ) )
{
teamArray = level.colorNodes_debug_array[ team ][ keys[ i ] ];
for ( p = 0; p < teamArray.size; p++ )
{
Print3d( teamArray[ p ].origin, "N-" + keys[ i ], color, 1, 1 );
}
}
}
}
get_team_substr()
{
if ( self.team == "allies" )
{
if ( !isdefined( self.node.script_color_allies ) )
return;
return self.node.script_color_allies;
}
if ( self.team == "axis" )
{
if ( !isdefined( self.node.script_color_axis ) )
return;
return self.node.script_color_axis;
}
}
try_to_draw_line_to_node()
{
if ( !isdefined( self.node ) )
return;
if ( !isdefined( self.script_forcecolor ) )
return;
substr = get_team_substr();
if ( !isdefined( substr ) )
return;
if ( !issubstr( substr, self.script_forcecolor ) )
return;
Line( self.origin + ( 0, 0, 64 ), self.node.origin, level.color_debug[ self.script_forcecolor ] );
}
fogcheck()
{
if ( GetDvar( "depth_close" ) == "" )
SetDvar( "depth_close", "0" );
if ( GetDvar( "depth_far" ) == "" )
SetDvar( "depth_far", "1500" );
close = GetDvarInt( "depth_close" );
far = GetDvarInt( "depth_far" );
SetExpFog( close, far, 1, 1, 1, 1, 0 );
}
debugThreat()
{
// if( GetTime() > level.last_threat_debug + 1000 )
{
level.last_threat_debug = GetTime();
thread debugThreatCalc();
}
}
debugThreatCalc()
{
// debug the threatbias from entities towards the specified ent
/#
ai = GetAIArray();
entnum = GetDebugDvarInt( "debug_threat" );
entity = undefined;
if ( entnum == 0 )
{
entity = level.player;
}
else
{
for ( i = 0; i < ai.size; i++ )
{
if ( entnum != ai[ i ] GetEntNum() )
continue;
entity = ai[ i ];
break;
}
}
if ( !isalive( entity ) )
return;
entityGroup = entity GetThreatBiasGroup();
array_thread( ai, ::displayThreat, entity, entityGroup );
level.player thread displayThreat( entity, entityGroup );
#/
}
displayThreat( entity, entityGroup )
{
if ( self.team == entity.team )
return;
selfthreat = 0;
selfthreat += self.threatBias;
threat = 0;
threat += entity.threatBias;
myGroup = undefined;
if ( IsDefined( entityGroup ) )
{
myGroup = self GetThreatBiasGroup();
if ( IsDefined( myGroup ) )
{
threat += GetThreatBias( entityGroup, myGroup );
selfThreat += GetThreatBias( myGroup, entityGroup );
}
}
if ( entity.ignoreme || threat < -900000 )
threat = "Ignore";
if ( self.ignoreme || selfthreat < -900000 )
selfthreat = "Ignore";
timer = 1 * 20;
col = ( 1, 0.5, 0.2 );
col2 = ( 0.2, 0.5, 1 );
pacifist = !isplayer( self ) && self.pacifist;
for ( i = 0; i <= timer; i++ )
{
Print3d( self.origin + ( 0, 0, 65 ), "Him to Me:", col, 3 );
Print3d( self.origin + ( 0, 0, 50 ), threat, col, 5 );
if ( IsDefined( entityGroup ) )
{
Print3d( self.origin + ( 0, 0, 35 ), entityGroup, col, 2 );
}
Print3d( self.origin + ( 0, 0, 15 ), "Me to Him:", col2, 3 );
Print3d( self.origin + ( 0, 0, 0 ), selfThreat, col2, 5 );
if ( IsDefined( mygroup ) )
{
Print3d( self.origin + ( 0, 0, -15 ), mygroup, col2, 2 );
}
if ( pacifist )
{
Print3d( self.origin + ( 0, 0, 25 ), "( Pacifist )", col2, 5 );
}
wait( 0.05 );
}
}
debugColorFriendlies()
{
level.debug_color_friendlies = [];
level.debug_color_huds = [];
for ( ;; )
{
level waittill( "updated_color_friendlies" );
draw_color_friendlies();
}
}
draw_color_friendlies()
{
level endon( "updated_color_friendlies" );
keys = GetArrayKeys( level.debug_color_friendlies );
colored_friendlies = [];
colors = [];
colors[ colors.size ] = "r";
colors[ colors.size ] = "o";
colors[ colors.size ] = "y";
colors[ colors.size ] = "g";
colors[ colors.size ] = "c";
colors[ colors.size ] = "b";
colors[ colors.size ] = "p";
rgb = get_script_palette();
for ( i = 0; i < colors.size; i++ )
{
colored_friendlies[ colors[ i ] ] = 0;
}
for ( i = 0; i < keys.size; i++ )
{
color = level.debug_color_friendlies[ keys[ i ] ];
colored_friendlies[ color ]++;
}
for ( i = 0; i < level.debug_color_huds.size; i++ )
{
level.debug_color_huds[ i ] Destroy();
}
level.debug_color_huds = [];
/#
if ( GetDebugDvar( "debug_colorfriendlies" ) != "on" )
return;
#/
x = 15;
y = 365;
offset_x = 25;
offset_y = 25;
for ( i = 0; i < colors.size; i++ )
{
if ( colored_friendlies[ colors[ i ] ] <= 0 )
continue;
for ( p = 0; p < colored_friendlies[ colors[ i ] ]; p++ )
{
overlay = NewHudElem();
overlay.x = x + 25 * p;
overlay.y = y;
overlay SetShader( "white", 16, 16 );
overlay.alignX = "left";
overlay.alignY = "bottom";
overlay.alpha = 1;
overlay.color = rgb[ colors[ i ] ];
level.debug_color_huds[ level.debug_color_huds.size ] = overlay;
}
y += offset_y;
}
}
playerNode()
{
for ( ;; )
{
if ( IsDefined( level.player.node ) )
Print3d( level.player.node.origin + ( 0, 0, 25 ), "P-Node", ( 0.3, 1, 1 ), 1 );
wait( 0.05 );
}
}
drawUsers()
{
if ( IsAlive( self.color_user ) )
{
Line( self.origin + ( 0, 0, 35 ), self.color_user.origin + ( 0, 0, 35 ), ( 1, 1, 1 ), 1.0 );
Print3d( self.origin + ( 0, 0, -25 ), "in-use", ( 1, 1, 1 ), 1, 1 );
}
}
debuggoalpos()
{
for ( ;; )
{
ai = GetAIArray();
array_thread( ai, ::view_goal_pos );
wait( 0.05 );
}
}
view_goal_pos()
{
if ( !isdefined( self.goalpos ) )
return;
Line( self.origin + ( 0, 0, 35 ), self.goalpos + ( 0, 0, 35 ), ( 1, 1, 1 ), 1.0 );
}
colordebug()
{
wait( 0.5 );
col = [];
col[ col.size ] = "r";
col[ col.size ] = "g";
col[ col.size ] = "b";
col[ col.size ] = "y";
col[ col.size ] = "o";
col[ col.size ] = "p";
col[ col.size ] = "c";
for ( ;; )
{
for ( i = 0; i < col.size; i++ )
{
color = level.currentColorForced[ "allies" ][ col[ i ] ];
if ( IsDefined( color ) )
draw_colored_nodes( color );
}
wait( 0.05 );
}
}
draw_colored_nodes( color )
{
nodes = level.arrays_of_colorCoded_nodes[ "allies" ][ color ];
array_thread( nodes, ::drawUsers );
}
init_animSounds()
{
level.animSounds = [];
level.animSound_aliases = [];
waittillframeend;// now we know _load has run and the level.scr_notetracks have been defined
waittillframeend;// wait one extra frameend because _audio.gso files waittillframeend and we have to start after them
animnames = GetArrayKeys( level.scr_notetrack );
for ( i = 0; i < animnames.size; i++ )
{
init_notetracks_for_animname( animnames[ i ] );
}
animnames = GetArrayKeys( level.scr_animSound );
for ( i = 0; i < animnames.size; i++ )
{
init_animSounds_for_animname( animnames[ i ] );
}
}
init_notetracks_for_animname( animname )
{
// copy all the scr_notetracks into animsound_aliases so they show up properly
// level.scr_notetrack[ animname ][ anime ][ notetrack ][ index ][ "dialog" ] = soundalias;
foreach ( anime, anime_array in level.scr_notetrack[ animname ] )
{
foreach ( notetrack, notetrack_array in anime_array )
{
foreach ( scr_notetrack in notetrack_array )
{
soundAlias = scr_notetrack[ "sound" ];
if ( !isdefined( soundAlias ) )
continue;
level.animSound_aliases[ animname ][ anime ][ notetrack ][ "soundalias" ] = soundalias;
if ( IsDefined( scr_notetrack[ "created_by_animSound" ] ) )
{
level.animSound_aliases[ animname ][ anime ][ notetrack ][ "created_by_animSound" ] = true;
}
}
}
}
}
init_animSounds_for_animname( animname )
{
// copy all the scr_animSounds into animsound_aliases so they show up properly
animes = GetArrayKeys( level.scr_animSound[ animname ] );
for ( i = 0; i < animes.size; i++ )
{
anime = animes[ i ];
soundalias = level.scr_animSound[ animname ][ anime ];
level.animSound_aliases[ animname ][ anime ][ "#" + anime ][ "soundalias" ] = soundalias;
level.animSound_aliases[ animname ][ anime ][ "#" + anime ][ "created_by_animSound" ] = true;
}
}
add_hud_line( x, y, msg )
{
hudelm = NewHudElem();
hudelm.alignX = "left";
hudelm.alignY = "middle";
hudelm.x = x;
hudelm.y = y;
hudelm.alpha = 1;
hudelm.fontScale = 1;
hudelm.label = msg;
level.animsound_hud_extralines[ level.animsound_hud_extralines.size ] = hudelm;
return hudelm;
}
debug_animSound()
{
/#
enabled = GetDebugDvar( "animsound" ) == "on";
if ( !isdefined( level.animsound_hud ) )
{
if ( !enabled )
return;
// init the related variables
level.animsound_selected = 0;
level.animsound_input = "none";
level.animsound_hud = [];
level.animsound_hud_timer = [];
level.animsound_hud_alias = [];
level.animsound_hud_extralines = [];
level.animsound_locked = false;
level.animsound_locked_pressed = false;
level.animsound_hud_animname = add_hud_line( -30, 180, "Actor: " );
level.animsound_hud_anime = add_hud_line( 100, 180, "Anim: " );
add_hud_line( 10, 190, "Notetrack or label" );
add_hud_line( -30, 190, "Elapsed" );
add_hud_line( -30, 160, "Del: Delete selected soundalias" );
add_hud_line( -30, 150, "F12: Lock selection" );
add_hud_line( -30, 140, "Add a soundalias with /tag alias or /tag# alias" );
level.animsound_hud_locked = add_hud_line( -30, 170, "*LOCKED*" );
level.animsound_hud_locked.alpha = 0;
for ( i = 0; i < level.animsound_hudlimit; i++ )
{
hudelm = NewHudElem();
hudelm.alignX = "left";
hudelm.alignY = "middle";
hudelm.x = 10;
hudelm.y = 200 + i * 10;
hudelm.alpha = 1;
hudelm.fontScale = 1;
hudelm.label = "";
level.animsound_hud[ level.animsound_hud.size ] = hudelm;
hudelm = NewHudElem();
hudelm.alignX = "right";
hudelm.alignY = "middle";
hudelm.x = -10;
hudelm.y = 200 + i * 10;
hudelm.alpha = 1;
hudelm.fontScale = 1;
hudelm.label = "";
level.animsound_hud_timer[ level.animsound_hud_timer.size ] = hudelm;
hudelm = NewHudElem();
hudelm.alignX = "right";
hudelm.alignY = "middle";
hudelm.x = 210;
hudelm.y = 200 + i * 10;
hudelm.alpha = 1;
hudelm.fontScale = 1;
hudelm.label = "";
level.animsound_hud_alias[ level.animsound_hud_alias.size ] = hudelm;
}
// selected is yellow
level.animsound_hud[ 0 ].color = ( 1, 1, 0 );
level.animsound_hud_timer[ 0 ].color = ( 1, 1, 0 );
}
else
if ( !enabled )
{
// animsound got turned off so delete the hud stuff
for ( i = 0; i < level.animsound_hudlimit; i++ )
{
level.animsound_hud[ i ] Destroy();
level.animsound_hud_timer[ i ] Destroy();
level.animsound_hud_alias[ i ] Destroy();
}
for ( i = 0; i < level.animsound_hud_extralines.size; i++ )
{
level.animsound_hud_extralines[ i ] Destroy();
}
level.animsound_hud = undefined;
level.animsound_hud_timer = undefined;
level.animsound_hud_alias = undefined;
level.animsound_hud_extralines = undefined;
level.animSounds = undefined;
return;
}
if ( !isdefined( level.animsound_tagged ) )
level.animsound_locked = false;
if ( level.animsound_locked )
level.animsound_hud_locked.alpha = 1;
else
level.animsound_hud_locked.alpha = 0;
if ( !isdefined( level.animSounds ) )
init_animSounds();
/*
if( !isdefined( level.anim_sound_was_opened ) )
{
thread test_animsound_file();
}
*/
level.animSounds_thisframe = [];
level.animSounds = remove_undefined_from_array( level.animSounds );
array_thread( level.animSounds, ::display_animSound );
if ( level.animsound_locked )
{
for ( i = 0; i < level.animSounds_thisframe.size; i++ )
{
animSound = level.animSounds_thisframe[ i ];
animSound.animsound_color = ( 0.5, 0.5, 0.5 );
}
}
else
{
dot = 0.85;
forward = AnglesToForward( level.player GetPlayerAngles() );
for ( i = 0; i < level.animSounds_thisframe.size; i++ )
{
animSound = level.animSounds_thisframe[ i ];
animSound.animsound_color = ( 0.25, 1.0, 0.5 );
difference = VectorNormalize( ( animSound.origin + ( 0, 0, 40 ) ) - ( level.player.origin + ( 0, 0, 55 ) ) );
newdot = VectorDot( forward, difference );
if ( newdot < dot )
continue;
dot = newdot;
level.animsound_tagged = animSound;
}
}
if ( IsDefined( level.animsound_tagged ) )
{
level.animsound_tagged.animsound_color = ( 1.0, 1.0, 0.0 );
}
is_tagged = IsDefined( level.animsound_tagged );
for ( i = 0; i < level.animSounds_thisframe.size; i++ )
{
animSound = level.animSounds_thisframe[ i ];
scale = 1;
/*
soundalias = get_alias_from_stored( animSound );
scale = 0.9;
if( is_tagged && level.animsound_tagged == animSound )
scale = 1;
if( IsDefined( soundalias ) )
{
if( is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
{
Print3d( animSound.origin, animSound.notetrack + " " + soundalias, animSound.color, 1, scale );
}
else
{
// put in a * so they know its unchangeable
Print3d( animSound.origin, animSound.notetrack + " *" + soundalias, animSound.color, 1, scale );
}
}
else
{
Print3d( animSound.origin, animSound.notetrack, animSound.color, 1, scale );
}
*/
msg = "*";
if ( level.animsound_locked )
msg = "*LOCK";
Print3d( animSound.origin + ( 0, 0, 40 ), msg + animSound.animsounds.size, animSound.animsound_color, 1, scale );
}
if ( is_tagged )
{
draw_animsounds_in_hud();
}
#/
}
draw_animsounds_in_hud()
{
guy = level.animsound_tagged;
animsounds = guy.animSounds;
animname = "generic";
if ( IsDefined( guy.animname ) )
animname = guy.animname;
level.animsound_hud_animname.label = "Actor: " + animname;
if ( level.player ButtonPressed( "f12" ) )
{
if ( !level.animsound_locked_pressed )
{
level.animsound_locked = !level.animsound_locked;
level.animsound_locked_pressed = true;
}
}
else
{
level.animsound_locked_pressed = false;
}
if ( level.player ButtonPressed( "UPARROW" ) )
{
if ( level.animsound_input != "up" )
{
level.animsound_selected--;
}
level.animsound_input = "up";
}
else
if ( level.player ButtonPressed( "DOWNARROW" ) )
{
if ( level.animsound_input != "down" )
{
level.animsound_selected++;
}
level.animsound_input = "down";
}
else
level.animsound_input = "none";
// clear out the hudelems
for ( i = 0; i < level.animsound_hudlimit; i++ )
{
hudelm = level.animsound_hud[ i ];
hudelm.label = "";
hudelm.color = ( 1, 1, 1 );
hudelm = level.animsound_hud_timer[ i ];
hudelm.label = "";
hudelm.color = ( 1, 1, 1 );
hudelm = level.animsound_hud_alias[ i ];
hudelm.label = "";
hudelm.color = ( 1, 1, 1 );
}
// get the highest existing animsound on the guy
keys = GetArrayKeys( animsounds );
highest = -1;
for ( i = 0; i < keys.size; i++ )
{
if ( keys[ i ] > highest )
highest = keys[ i ];
}
if ( highest == -1 )
return;
if ( level.animsound_selected > highest )
level.animsound_selected = highest;
if ( level.animsound_selected < 0 )
level.animsound_selected = 0;
// make sure the selected one exists
for ( ;; )
{
if ( IsDefined( animsounds[ level.animsound_selected ] ) )
break;
level.animsound_selected--;
if ( level.animsound_selected < 0 )
level.animsound_selected = highest;
}
level.animsound_hud_anime.label = "Anim: " + animsounds[ level.animsound_selected ].anime;
level.animsound_hud[ level.animsound_selected ].color = ( 1, 1, 0 );
level.animsound_hud_timer[ level.animsound_selected ].color = ( 1, 1, 0 );
level.animsound_hud_alias[ level.animsound_selected ].color = ( 1, 1, 0 );
time = GetTime();
for ( i = 0; i < keys.size; i++ )
{
key = keys[ i ];
animsound = animsounds[ key ];
hudelm = level.animsound_hud[ key ];
soundalias = get_alias_from_stored( animSound );
hudelm.label = ( key + 1 ) + ". " + animsound.notetrack;
hudelm = level.animsound_hud_timer[ key ];
hudelm.label = Int( ( time - ( animsound.end_time - 60000 ) ) * 0.001 );
if ( IsDefined( soundalias ) )
{
hudelm = level.animsound_hud_alias[ key ];
hudelm.label = soundalias;
if ( !is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
{
hudelm.color = ( 0.7, 0.7, 0.7 );
}
}
}
if ( level.player ButtonPressed( "del" ) )
{
// delete a sound on a guy
animsound = animsounds[ level.animsound_selected ];
soundalias = get_alias_from_stored( animsound );
if ( !isdefined( soundalias ) )
return;
if ( !is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
return;
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ] = undefined;
debug_animSoundSave();
}
}
get_alias_from_stored( animSound )
{
if ( !isdefined( level.animSound_aliases[ animSound.animname ] ) )
return;
if ( !isdefined( level.animSound_aliases[ animSound.animname ][ animSound.anime ] ) )
return;
if ( !isdefined( level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ] ) )
return;
return level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "soundalias" ];
}
is_from_animsound( animname, anime, notetrack )
{
return IsDefined( level.animSound_aliases[ animname ][ anime ][ notetrack ][ "created_by_animSound" ] );
}
/*
test_animsound_file()
{
level.anim_sound_was_opened = true;
/#
filename = "createfx/" + level.script + "_audio.gsc";
for( ;; )
{
warning = NewHudElem();
warning.alignX = "left";
warning.alignY = "middle";
warning.x = 10;
warning.y = 150;
warning.alpha = 0;
warning.fontScale = 2;
warning.label = filename + " is not open for edit, so you can not save your work. ";
for( ;; )
{
file = OpenFile( filename, "write" );
if( file != -1 )
break;
wait( 5 );
}
warning Destroy();
break;
}
CloseFile( file );
#/
}
*/
display_animSound()
{
if ( Distance( level.player.origin, self.origin ) > 1500 )
return;
level.animSounds_thisframe[ level.animSounds_thisframe.size ] = self;
/*
timer = GetTime();
keys = GetArrayKeys( self.animSounds );
for( i=0; i < keys.size; i++ )
{
key = keys[ i ];
animSound = self.animSounds[ key ];
if( !isdefined( animSound ) )
continue;
if( timer > animSound.end_time )
{
self.animSounds[ key ] = undefined;
continue;
}
animSound.origin = self.origin +( 0, 0, 50 + 10 * key );
level.animSounds_thisframe[ level.animSounds_thisframe.size ] = animSound;
}
*/
}
debug_animSoundTag( tagnum )
{
/#
tag = GetDvar( "tag" + tagnum );
if ( tag == "" )
{
IPrintLnBold( "Enter the soundalias with /tag# aliasname" );
return;
}
tag_sound( tag, tagnum - 1 );
SetDvar( "tag" + tagnum, "" );
#/
}
debug_animSoundTagSelected()
{
/#
tag = GetDvar( "tag" );
if ( tag == "" )
{
IPrintLnBold( "Enter the soundalias with /tag aliasname" );
return;
}
tag_sound( tag, level.animsound_selected );
SetDvar( "tag", "" );
#/
}
tag_sound( tag, tagnum )
{
if ( !isdefined( level.animsound_tagged ) )
return;
if ( !isdefined( level.animsound_tagged.animsounds[ tagnum ] ) )
return;
animSound = level.animsound_tagged.animsounds[ tagnum ];
// store the alias to the array of aliases
soundalias = get_alias_from_stored( animSound );
if ( !isdefined( soundalias ) || is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
{
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "soundalias" ] = tag;
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "created_by_animSound" ] = true;
debug_animSoundSave();
}
}
debug_animSoundSave()
{
/*
tab = " ";
filename = "createfx/"+level.script+"_fx.gsc";
file = OpenFile( filename, "write" );
AssertEx( file != -1, "File not writeable( maybe you should check it out ): " + filename );
cfxprintln( file, "//_createfx generated. Do not touch!!" );
cfxprintln( file, "main()" );
cfxprintln( file, "{" );
*/
/#
filename = "createfx/" + level.script + "_audio.gsc";
file = OpenFile( filename, "write" );
if ( file == -1 )
{
IPrintLnBold( "Couldn't write to " + filename + ", make sure it is open for edit." );
return;
}
IPrintLnBold( "Saved to " + filename );
print_aliases_to_file( file );
saved = CloseFile( file );
SetDvar( "animsound_save", "" );
#/
}
print_aliases_to_file( file )
{
tab = " ";
FPrintLn( file, "#include maps\\_anim;" );
FPrintLn( file, "main()" );
FPrintLn( file, "{" );
FPrintLn( file, tab + "// Autogenerated by AnimSounds. Threaded off so that it can be placed before _load( has to create level.scr_notetrack first )." );
FPrintLn( file, tab + "thread init_animsounds();" );
FPrintLn( file, "}" );
FPrintLn( file, "" );
FPrintLn( file, "init_animsounds()" );
FPrintLn( file, "{" );
FPrintLn( file, tab + "waittillframeend;" );
animnames = GetArrayKeys( level.animSound_aliases );
for ( i = 0; i < animnames.size; i++ )
{
animes = GetArrayKeys( level.animSound_aliases[ animnames[ i ] ] );
for ( p = 0; p < animes.size; p++ )
{
anime = animes[ p ];
notetracks = GetArrayKeys( level.animSound_aliases[ animnames[ i ] ][ anime ] );
for ( z = 0; z < notetracks.size; z++ )
{
notetrack = notetracks[ z ];
if ( !is_from_animsound( animnames[ i ], anime, notetrack ) )
continue;
alias = level.animSound_aliases[ animnames[ i ] ][ anime ][ notetrack ][ "soundalias" ];
if ( notetrack == "#" + anime )
{
// this isn't really a notetrack, its from the _anim call.
FPrintLn( file, tab + "addOnStart_animSound( " + tostr( animnames[ i ] ) + ", " + tostr( anime ) + ", " + tostr( alias ) + " ); " );
}
else
{
// this is attached to a notetrack
FPrintLn( file, tab + "addNotetrack_animSound( " + tostr( animnames[ i ] ) + ", " + tostr( anime ) + ", " + tostr( notetrack ) + ", " + tostr( alias ) + " ); " );
}
PrintLn( "^1Saved alias ^4" + alias + "^1 to notetrack ^4" + notetrack );
}
}
}
FPrintLn( file, "}" );
}
tostr( str )
{
newstr = "\"";
for ( i = 0; i < str.size; i++ )
{
if ( str[ i ] == "\"" )
{
newstr += "\\";
newstr += "\"";
continue;
}
newstr += str[ i ];
}
newstr += "\"";
return newstr;
}
linedraw( start, end, color, alpha, depth, timer )
{
if ( !isdefined( color ) )
color = ( 1, 1, 1 );
if ( IsDefined( timer ) )
{
timer *= 20;
for ( i = 0; i < timer; i++ )
{
Line( start, end, color, alpha, depth );
wait( 0.05 );
}
}
else
{
for ( ;; )
{
Line( start, end, color, alpha, depth );
wait( 0.05 );
}
}
}
print3ddraw( org, text, color )
{
for ( ;; )
{
Print3d( org, text, color );
wait( 0.05 );
}
}
complete_me()
{
if ( GetDvar( "credits_active" ) == "1" )
{
wait 7;
SetDvar( "credits_active", "0" );
maps\_endmission::credits_end();
return;
}
wait 7;
nextmission();
}
find_new_chase_target( ent_num )
{
/#
ai = GetAIArray();
foreach ( guy in ai )
{
if ( guy GetEntNum() == ent_num )
{
level.chase_cam_target = guy;
return;
}
}
vehicles = GetEntArray( "script_vehicle", "code_classname" );
foreach ( vehicle in vehicles )
{
if ( vehicle GetEntNum() == ent_num )
{
level.chase_cam_target = vehicle;
return;
}
}
#/
}
chaseCam( ent_num )
{
if ( !isdefined( level.chase_cam_last_num ) )
{
level.chase_cam_last_num = -1;
}
if ( level.chase_cam_last_num == ent_num )
return;
find_new_chase_target( ent_num );
if ( !isdefined( level.chase_cam_target ) )
return;
level.chase_cam_last_num = ent_num;
if ( !isdefined( level.chase_cam_ent ) )
{
level.chase_cam_ent = level.chase_cam_target spawn_tag_origin();
}
thread chaseCam_onEnt( level.chase_cam_target );
}
chaseCam_onEnt( ent )
{
level notify( "new_chasecam" );
level endon( "new_chasecam" );
ent endon( "death" );
level.player Unlink();
level.player PlayerLinkToBlend( level.chase_cam_ent, "tag_origin", 2, 0.5, 0.5 );
wait( 2 );
level.player PlayerLinkToDelta( level.chase_cam_ent, "tag_origin", 1, 180, 180, 180, 180 );
for ( ;; )
{
wait( 0.2 );
if ( !isdefined( level.chase_cam_target ) )
return;
start = level.chase_cam_target.origin;
angles = level.chase_cam_target.angles;
forward = AnglesToForward( angles );
forward *= 200;
start += forward;
angles = level.player GetPlayerAngles();
forward = AnglesToForward( angles );
forward *= -200;
level.chase_cam_ent MoveTo( start + forward, 0.2 );
}
}
viewfx()
{
foreach ( fx in level.createfxent )
{
if ( IsDefined( fx.looper ) )
Print3d( fx.v[ "origin" ], ".", ( 1, 1, 0 ), 1, 1.5, 200 );
}
}
add_key( key, val )
{
PrintLn( " \"" + key + "\" \"" + val + "\"" );
}
print_vehicle_info( noteworthy )
{
if ( !isdefined( level.vnum ) )
level.vnum = 9500;
level.vnum++;
layer = "bridge_helpers";
PrintLn( "entity " + level.vnum );
PrintLn( "{" );
add_key( "origin", self.origin[ 0 ] + " " + self.origin[ 1 ] + " " + self.origin[ 2 ] );
add_key( "angles", self.angles[ 0 ] + " " + self.angles[ 1 ] + " " + self.angles[ 2 ] );
add_key( "targetname", "helper_model" );
add_key( "model", self.model );
add_key( "classname", "script_model" );
add_key( "spawnflags", "4" );
add_key( "_color", "0.443137 0.443137 1.000000" );
PrintLn( " layer \"" + layer + "\"" );
if ( IsDefined( noteworthy ) )
add_key( "script_noteworthy", noteworthy );
PrintLn( "}" );
}
draw_dot_for_ent( entnum )
{
/#
ai = GetAIArray();
foreach ( guy in ai )
{
if ( guy GetEntNum() != entnum )
continue;
guy draw_dot_for_guy();
}
#/
}
draw_dot_for_guy()
{
player_angles = level.player GetPlayerAngles();
player_forward = AnglesToForward( player_angles );
end = level.player GetEye();
start = self GetEye();
angles = VectorToAngles( start - end );
forward = AnglesToForward( angles );
dot = VectorDot( forward, player_forward );
Print3d( start, dot, ( 1, 0.5, 0 ) );
}