IW4-Dump-Files/maps/_weather.gsc

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2017-07-08 11:47:21 -07:00
// Utility rain functions:
#include maps\_utility;
#include common_scripts\utility;
/*
=============
///ScriptDocBegin
"Name: rainHard( <transition> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
rainHard( transition )
{
println( "Rain becomes Hard over " + transition + " seconds" );
level notify( "rain_change", "hard", transition );
level thread rainEffectChange( 10, transition );
wait( transition * 0.5 );
level.ambient_modifier[ "rain" ] = "";
// This is commented out until ambient weather sounds are added to the tree
//maps\_ambient::activateAmbient( level.ambient );
wait( transition * 0.5 );
}
/*
=============
///ScriptDocBegin
"Name: rainMedium()"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
rainMedium( transition )
{
println( "Rain becomes Medium over " + transition + " seconds" );
level notify( "rain_change", "hard", transition );
level thread rainEffectChange( 8, transition );
wait( transition * 0.5 );
level.ambient_modifier[ "rain" ] = "";
// This is commented out until ambient weather sounds are added to the tree
//maps\_ambient::activateAmbient( level.ambient );
wait( transition * 0.5 );
}
/*
=============
///ScriptDocBegin
"Name: rainLight( <transition> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
rainLight( transition )
{
println( "Rain becomes Light over " + transition + " seconds" );
level notify( "rain_change", "light", transition );
level thread rainEffectChange( 5, transition );
wait( transition * 0.5 );
level.ambient_modifier[ "rain" ] = "light";
// This is commented out until ambient weather sounds are added to the tree
//maps\_ambient::activateAmbient( level.ambient );
wait( transition * 0.5 );
}
/*
=============
///ScriptDocBegin
"Name: rainNone( <transition> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
rainNone( transition )
{
println( "Rain fades out over " + transition + " seconds" );
level notify( "rain_change", "none", transition );
level thread rainEffectChange( 0, transition );
wait( transition * 0.5 );
level.ambient_modifier[ "rain" ] = "norain";
// This is commented out until ambient weather sounds are added to the tree
//maps\_ambient::activateAmbient( level.ambient );
wait( transition * 0.5 );
}
/*
=============
///ScriptDocBegin
"Name: rainInit( <lvl> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
rainInit( lvl )
{
flag_init( "_weather_lightning_enabled" );
flag_set( "_weather_lightning_enabled" );
if ( lvl == "none" )
{
level.rainLevel = 0;// starting rain level
level._effect[ "rain_drops" ] = level._effect[ "rain_" + level.rainLevel ];
rainNone( 0.1 );
}
else
if ( lvl == "light" )
{
level.rainLevel = 5;// starting rain level
level._effect[ "rain_drops" ] = level._effect[ "rain_" + level.rainLevel ];
rainLight( 0.1 );
}
else
{
level.rainLevel = 10;// starting rain level
level._effect[ "rain_drops" ] = level._effect[ "rain_" + level.rainLevel ];
rainHard( 0.1 );
}
}
lightning( normal, flash )
{
[[ normal ]]();
waittillframeend;// so exploders get setup
for ( ;; )
lightningThink( normal, flash );
}
//////
/*
BELOW THIS LINE IS INTERNAL RAIN FUNCTIONS
*/
//////
rainEffectChange( change, transition )
{
level notify( "rain_level_change" );
level endon( "rain_level_change" );
if ( level.rainLevel > change )
{
dif = level.rainLevel - change;
transition /= dif;
for ( i = 0;i < dif;i++ )
{
wait( transition );
level.rainLevel -- ;
level._effect[ "rain_drops" ] = level._effect[ "rain_" + level.rainLevel ];
}
assert( level.rainLevel == change );
}
if ( level.rainLevel < change )
{
dif = change - level.rainLevel;
transition /= dif;
for ( i = 0;i < dif;i++ )
{
wait( transition );
level.rainLevel++ ;
level._effect[ "rain_drops" ] = level._effect[ "rain_" + level.rainLevel ];
}
assert( level.rainLevel == change );
}
}
addLightningExploder( num )
{
if ( !isdefined( level.lightningExploder ) )
{
level.lightningExploder = [];
level.lightningExploderIndex = 0;
}
level.lightningExploder[ level.lightningExploder.size ] = num;
}
playerWeather()
{
player = getentarray( "player", "classname" )[ 0 ];
for ( ;; )
{
playfx( level._effect[ "rain_drops" ], player.origin + ( 0, 0, 650 ), player.origin + ( 0, 0, 680 ) );
wait( 0.3 );
}
}
rainlevelRandomwait()
{
if ( level.rainLevel == 0 )
return( randomfloat( 30 ) );
else
if ( level.rainLevel == 1 )
return( randomfloat( 24 ) );
else
if ( level.rainLevel == 2 )
return( randomfloat( 20 ) );
else
if ( level.rainLevel == 3 )
return( randomfloat( 15 ) );
else
if ( level.rainLevel == 4 )
return( randomfloat( 12 ) );
else
if ( level.rainLevel == 5 )
return( randomfloat( 9 ) );
else
if ( level.rainLevel == 6 )
return( randomfloat( 8 ) );
else
if ( level.rainLevel == 7 )
return( randomfloat( 8 ) );
else
if ( level.rainLevel == 8 )
return( randomfloat( 7 ) );
else
if ( level.rainLevel == 9 )
return( randomfloat( 6 ) );
else
if ( level.rainLevel == 10 )
return( randomfloat( 5 ) );
}
rainlevelwait()
{
if ( level.rainLevel == 0 )
return( 20 );
else
if ( level.rainLevel == 1 )
return( 18 );
else
if ( level.rainLevel == 2 )
return( 16 );
else
if ( level.rainLevel == 3 )
return( 14 );
else
if ( level.rainLevel == 4 )
return( 12 );
else
if ( level.rainLevel == 5 )
return( 10 );
else
if ( level.rainLevel == 6 )
return( 9 );
else
if ( level.rainLevel == 7 )
return( 8 );
else
if ( level.rainLevel == 8 )
return( 7 );
else
if ( level.rainLevel == 9 )
return( 6 );
else
if ( level.rainLevel == 10 )
return( 5 );
}
lightningThink( normal, flash )
{
level endon( "rain_change" );
// in case we get broken out, we may have lightning sooner than planned if we're getting rainier
nextStrike = gettime() + ( ( rainlevelwait() + rainlevelRandomwait() ) * 1000 );
if ( nextStrike < level.nextLightning )
level.nextLightning = nextStrike;
for ( ;; )
{
flag_wait( "_weather_lightning_enabled" );
timer = ( level.nextLightning - gettime() ) * 0.001;
if ( timer > 0 )
wait( timer );
if( !flag( "_weather_lightning_enabled" ) )
continue;
lightningFlash( normal, flash );
level.nextLightning = gettime() + ( ( rainlevelwait() + rainlevelRandomwait() ) * 1000 );
}
}
fogflash( flashfunc )
{
if ( isdefined( level.lightningExploderIndex ) )
exploder( level.lightningExploder[ level.lightningExploderIndex ] );
[[ flashfunc ]]();
}
lightningFlash( normal, flashfunc, flashType )
{
flash[ 0 ] = "quick";
flash[ 1 ] = "double";
flash[ 2 ] = "triple";
//this is where the sound happens
thread thunder();
if( !isdefined( flashType ) )
flashType = randomint( flash.size );
lit_num = 0;
if ( isdefined( level.lightningExploderIndex ) )
{
while ( lit_num == level.lightningExploderIndex )
lit_num = randomint( level.lightningExploder.size );
level.lightningExploderIndex = lit_num;
}
//this is where the visuals happen
switch( flash[ flashType ] )
{
case "quick":
{
fogflash( flashfunc );
break;
}
case "double":
{
fogflash( flashfunc );
wait( 0.05 );
fogflash( flashfunc );
break;
}
case "triple":
{
fogflash( flashfunc );
wait( 0.05 );
fogflash( flashfunc );
wait( 0.5 );
fogflash( flashfunc );
break;
}
}
}
thunder()
{
if ( level.rainLevel == 0 )
wait( 6 + randomfloat( 2 ) );
else
if ( level.rainLevel == 1 )
wait( 5 + randomfloat( 1.8 ) );
else
if ( level.rainLevel == 2 )
wait( 4.5 + randomfloat( 1.6 ) );
else
if ( level.rainLevel == 3 )
wait( 4 + randomfloat( 1.6 ) );
else
if ( level.rainLevel == 4 )
wait( 3.5 + randomfloat( 1.5 ) );
else
if ( level.rainLevel == 5 )
wait( 3 + randomfloat( 1.5 ) );
else
if ( level.rainLevel == 6 )
wait( 2.5 + randomfloat( 1.2 ) );
else
if ( level.rainLevel == 7 )
wait( 2 + randomfloat( 1 ) );
else
if ( level.rainLevel == 8 )
wait( 1.9 + randomfloat( 0.5 ) );
else
if ( level.rainLevel == 9 )
wait( 1.5 );
else
if ( level.rainLevel == 10 )
wait( 1 );
ent = spawn( "script_origin", ( 0, 0, 0 ) );
ent.origin = level.player.origin + ( 0, 0, 60 );
ent linkto( level.player );
if ( level.rainlevel <= 8 )
ent playsound( "elm_thunder_distant", "sounddone" );
else
{
ent playsound( "elm_thunder_distant", "sounddone" );
ent thread play_sound_on_entity( "elm_thunder_strike" );
}
// iprintlnbold ("thunder!");
ent waittill( "sounddone" );
ent delete();
}