506 lines
13 KiB
Plaintext
506 lines
13 KiB
Plaintext
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#include common_scripts\utility;
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#include common_scripts\_createfx;
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initFX()
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{
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if ( !isdefined( level.func ) )
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{
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// this array will be filled with code commands that SP or MP may use but doesn't exist in the other.
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level.func = [];
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}
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if( !isdefined( level.func[ "create_triggerfx" ] ) )
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level.func[ "create_triggerfx" ] = ::create_triggerfx;
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// wrapper for the exploder function so we dont have to use flags and do ifs/waittills on every exploder call
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level.exploderFunction = ::exploder_before_load;
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waittillframeend;// Wait one frame so the effects get setup by the maps fx thread
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waittillframeend;// Wait another frame so effects can be loaded based on start functions. Without this FX are initialiazed before they are defined by start functions.
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level.exploderFunction = ::exploder_after_load;
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/# setDevDvarIfUninitialized( "scr_map_exploder_dump", 0 ); #/
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for ( i = 0; i < level.createFXent.size; i++ )
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{
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ent = level.createFXent[ i ];
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ent set_forward_and_up_vectors();
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if ( ent.v[ "type" ] == "loopfx" )
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ent thread loopfxthread();
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if ( ent.v[ "type" ] == "oneshotfx" )
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ent thread oneshotfxthread();
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if ( ent.v[ "type" ] == "soundfx" )
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ent thread create_loopsound();
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}
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}
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print_org( fxcommand, fxId, fxPos, waittime )
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{
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if ( GetDvar( "debug" ) == "1" )
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{
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println( "{" );
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println( "\"origin\" \"" + fxPos[ 0 ] + " " + fxPos[ 1 ] + " " + fxPos[ 2 ] + "\"" );
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println( "\"classname\" \"script_model\"" );
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println( "\"model\" \"fx\"" );
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println( "\"script_fxcommand\" \"" + fxcommand + "\"" );
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println( "\"script_fxid\" \"" + fxId + "\"" );
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println( "\"script_delay\" \"" + waittime + "\"" );
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println( "}" );
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}
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}
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OneShotfx( fxId, fxPos, waittime, fxPos2 )
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{
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// level thread print_org ("OneShotfx", fxId, fxPos, waittime);
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// level thread OneShotfxthread (fxId, fxPos, waittime, fxPos2);
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}
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exploderfx( num, fxId, fxPos, waittime, fxPos2, fireFx, fireFxDelay, fireFxSound, fxSound, fxQuake, fxDamage, soundalias, repeat, delay_min, delay_max, damage_radius, fireFxTimeout, exploder_group )
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{
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if ( 1 )
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{
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ent = createExploder( fxId );
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ent.v[ "origin" ] = fxPos;
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ent.v[ "angles" ] = ( 0, 0, 0 );
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if ( isdefined( fxPos2 ) )
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ent.v[ "angles" ] = vectortoangles( fxPos2 - fxPos );
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ent.v[ "delay" ] = waittime;
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ent.v[ "exploder" ] = num;
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// deprecated
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return;
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}
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fx = spawn( "script_origin", ( 0, 0, 0 ) );
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// println ("total ", getentarray ("script_origin","classname").size);
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fx.origin = fxPos;
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fx.angles = vectortoangles( fxPos2 - fxPos );
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// fx.targetname = "exploder";
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fx.script_exploder = num;
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fx.script_fxid = fxId;
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fx.script_delay = waittime;
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fx.script_firefx = fireFx;
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fx.script_firefxdelay = ( fireFxDelay );// for awhile the script exported strings for this value so we cast it to float
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fx.script_firefxsound = fireFxSound;
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fx.script_sound = fxSound;
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fx.script_earthquake = fxQuake;
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fx.script_damage = ( fxDamage );
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fx.script_radius = ( damage_radius );
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fx.script_soundalias = soundalias;
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fx.script_firefxtimeout = ( fireFxTimeout );
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fx.script_repeat = ( repeat );
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fx.script_delay_min = ( delay_min );
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fx.script_delay_max = ( delay_max );
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fx.script_exploder_group = exploder_group;
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forward = anglestoforward( fx.angles );
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forward = vector_multiply( forward, 150 );
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fx.targetPos = fxPos + forward;
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if ( !isdefined( level._script_exploders ) )
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level._script_exploders = [];
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level._script_exploders[ level._script_exploders.size ] = fx;
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createfx_showOrigin( fxid, fxPos, waittime, fxpos2, "exploderfx", fx, undefined, fireFx, fireFxDelay,
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fireFxSound, fxSound, fxQuake, fxDamage, soundalias, repeat, delay_min, delay_max, damage_radius, fireFxTimeout );
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}
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/*
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loopfxRotate(fxId, fxPos, waittime, angle, fxStart, fxStop, timeout)
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{
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level thread print_org ("loopfx", fxId, fxPos, waittime);
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level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
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}
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*/
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loopfx( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
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{
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println( "Loopfx is deprecated!" );
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ent = createLoopEffect( fxId );
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ent.v[ "origin" ] = fxPos;
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ent.v[ "angles" ] = ( 0, 0, 0 );
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if ( isdefined( fxPos2 ) )
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ent.v[ "angles" ] = vectortoangles( fxPos2 - fxPos );
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ent.v[ "delay" ] = waittime;
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}
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/*
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loopfx(fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout)
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{
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level thread print_org ("loopfx", fxId, fxPos, waittime);
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level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
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}
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*/
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create_looper()
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{
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//assert (isdefined(self.looper));
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self.looper = playLoopedFx( level._effect[ self.v[ "fxid" ] ], self.v[ "delay" ], self.v[ "origin" ], 0, self.v[ "forward" ], self.v[ "up" ] );
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create_loopsound();
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}
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create_loopsound()
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{
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self notify( "stop_loop" );
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if ( isdefined( self.v[ "soundalias" ] ) && ( self.v[ "soundalias" ] != "nil" ) )
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{
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if ( isdefined( self.v[ "stopable" ] ) && self.v[ "stopable" ] )
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{
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if ( isdefined( self.looper ) )
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self.looper thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ], "death" );
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else
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thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ], "stop_loop" );
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}
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else
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{
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if ( isdefined( self.looper ) )
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self.looper thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ] );
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else
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thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ] );
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}
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}
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}
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loopfxthread()
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{
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waitframe();
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// println ( "fx testing running Id: ", fxId );
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// if ((isdefined (level.scr_sound)) && (isdefined (level.scr_sound[fxId])))
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// loopSound(level.scr_sound[fxId], fxPos);
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if ( isdefined( self.fxStart ) )
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level waittill( "start fx" + self.fxStart );
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while ( 1 )
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{
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/*
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if (isdefined (ent.org2))
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{
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fxAngle = vectorNormalize (ent.org2 - ent.org);
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looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, 0, fxAngle );
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}
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else
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looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, 0 );
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*/
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create_looper();
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if ( isdefined( self.timeout ) )
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thread loopfxStop( self.timeout );
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if ( isdefined( self.fxStop ) )
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level waittill( "stop fx" + self.fxStop );
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else
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return;
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if ( isdefined( self.looper ) )
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self.looper delete();
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if ( isdefined( self.fxStart ) )
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level waittill( "start fx" + self.fxStart );
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else
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return;
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}
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}
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loopfxChangeID( ent )
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{
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self endon( "death" );
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ent waittill( "effect id changed", change );
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}
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loopfxChangeOrg( ent )
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{
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self endon( "death" );
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for ( ;; )
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{
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ent waittill( "effect org changed", change );
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self.origin = change;
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}
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}
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loopfxChangeDelay( ent )
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{
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self endon( "death" );
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ent waittill( "effect delay changed", change );
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}
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loopfxDeletion( ent )
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{
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self endon( "death" );
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ent waittill( "effect deleted" );
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self delete();
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}
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loopfxStop( timeout )
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{
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self endon( "death" );
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wait( timeout );
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self.looper delete();
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}
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loopSound( sound, Pos, waittime )
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{
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// level thread print_org ("loopSound", sound, Pos, waittime);
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level thread loopSoundthread( sound, Pos, waittime );
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}
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loopSoundthread( sound, pos, waittime )
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{
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org = spawn( "script_origin", ( pos ) );
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org.origin = pos;
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// println ("hello1 ", org.origin, sound);
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org playLoopSound( sound );
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}
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gunfireloopfx( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
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{
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thread gunfireloopfxthread( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax );
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}
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gunfireloopfxthread( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
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{
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level endon( "stop all gunfireloopfx" );
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waitframe();
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if ( betweenSetsMax < betweenSetsMin )
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{
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temp = betweenSetsMax;
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betweenSetsMax = betweenSetsMin;
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betweenSetsMin = temp;
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}
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betweenSetsBase = betweenSetsMin;
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betweenSetsRange = betweenSetsMax - betweenSetsMin;
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if ( shotdelayMax < shotdelayMin )
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{
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temp = shotdelayMax;
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shotdelayMax = shotdelayMin;
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shotdelayMin = temp;
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}
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shotdelayBase = shotdelayMin;
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shotdelayRange = shotdelayMax - shotdelayMin;
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if ( shotsMax < shotsMin )
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{
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temp = shotsMax;
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shotsMax = shotsMin;
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shotsMin = temp;
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}
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shotsBase = shotsMin;
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shotsRange = shotsMax - shotsMin;
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fxEnt = spawnFx( level._effect[ fxId ], fxPos );
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fxEnt willNeverChange();
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for ( ;; )
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{
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shotnum = shotsBase + randomint( shotsRange );
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for ( i = 0;i < shotnum;i++ )
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{
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triggerFx( fxEnt );
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wait( shotdelayBase + randomfloat( shotdelayRange ) );
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}
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wait( betweenSetsBase + randomfloat( betweenSetsRange ) );
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}
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}
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gunfireloopfxVec( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
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{
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thread gunfireloopfxVecthread( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax );
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}
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gunfireloopfxVecthread( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
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{
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level endon( "stop all gunfireloopfx" );
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waitframe();
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if ( betweenSetsMax < betweenSetsMin )
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{
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temp = betweenSetsMax;
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betweenSetsMax = betweenSetsMin;
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betweenSetsMin = temp;
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}
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betweenSetsBase = betweenSetsMin;
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betweenSetsRange = betweenSetsMax - betweenSetsMin;
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if ( shotdelayMax < shotdelayMin )
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{
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temp = shotdelayMax;
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shotdelayMax = shotdelayMin;
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shotdelayMin = temp;
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}
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shotdelayBase = shotdelayMin;
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shotdelayRange = shotdelayMax - shotdelayMin;
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if ( shotsMax < shotsMin )
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{
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temp = shotsMax;
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shotsMax = shotsMin;
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shotsMin = temp;
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}
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shotsBase = shotsMin;
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shotsRange = shotsMax - shotsMin;
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fxPos2 = vectornormalize( fxPos2 - fxPos );
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fxEnt = spawnFx( level._effect[ fxId ], fxPos, fxPos2 );
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fxEnt willNeverChange();
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for ( ;; )
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{
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shotnum = shotsBase + randomint( shotsRange );
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for ( i = 0;i < int( shotnum / level.fxfireloopmod );i++ )
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{
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triggerFx( fxEnt );
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delay = ( ( shotdelayBase + randomfloat( shotdelayRange ) ) * level.fxfireloopmod );
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if ( delay < .05 )
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delay = .05;
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wait delay;
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}
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wait( shotdelayBase + randomfloat( shotdelayRange ) );
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wait( betweenSetsBase + randomfloat( betweenSetsRange ) );
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}
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}
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setfireloopmod( value )
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{
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level.fxfireloopmod = 1 / value;
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}
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setup_fx()
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{
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if ( ( !isdefined( self.script_fxid ) ) || ( !isdefined( self.script_fxcommand ) ) || ( !isdefined( self.script_delay ) ) )
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{
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// println (self.script_fxid);
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// println (self.script_fxcommand);
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// println (self.script_delay);
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// println ("Effect at origin ", self.origin," doesn't have script_fxid/script_fxcommand/script_delay");
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// self delete();
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return;
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}
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// println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin);
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if ( isdefined( self.model ) )
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if ( self.model == "toilet" )
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{
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self thread burnville_paratrooper_hack();
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return;
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}
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org = undefined;
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if ( isdefined( self.target ) )
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{
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ent = getent( self.target, "targetname" );
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if ( isdefined( ent ) )
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org = ent.origin;
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}
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fxStart = undefined;
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if ( isdefined( self.script_fxstart ) )
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fxStart = self.script_fxstart;
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fxStop = undefined;
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if ( isdefined( self.script_fxstop ) )
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fxStop = self.script_fxstop;
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if ( self.script_fxcommand == "OneShotfx" )
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OneShotfx( self.script_fxId, self.origin, self.script_delay, org );
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if ( self.script_fxcommand == "loopfx" )
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loopfx( self.script_fxId, self.origin, self.script_delay, org, fxStart, fxStop );
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if ( self.script_fxcommand == "loopsound" )
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loopsound( self.script_fxId, self.origin, self.script_delay );
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self delete();
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}
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burnville_paratrooper_hack()
|
||
|
{
|
||
|
normal = ( 0, 0, self.angles[ 1 ] );
|
||
|
// println ("z: paratrooper fx hack: ", normal);
|
||
|
id = level._effect[ self.script_fxId ];
|
||
|
origin = self.origin;
|
||
|
|
||
|
// if (isdefined (self.script_delay))
|
||
|
// wait (self.script_delay);
|
||
|
|
||
|
wait 1;
|
||
|
level thread burnville_paratrooper_hack_loop( normal, origin, id );
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
burnville_paratrooper_hack_loop( normal, origin, id )
|
||
|
{
|
||
|
while ( 1 )
|
||
|
{
|
||
|
// iprintln ("z: playing paratrooper fx", origin);
|
||
|
|
||
|
playfx( id, origin );
|
||
|
wait( 30 + randomfloat( 40 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
create_triggerfx()
|
||
|
{
|
||
|
//assert (isdefined(self.looper));
|
||
|
if( ! verify_effects_assignment( self.v[ "fxid" ] ) )
|
||
|
return;
|
||
|
|
||
|
self.looper = spawnFx( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
|
||
|
triggerFx( self.looper, self.v[ "delay" ] );
|
||
|
self.looper willNeverChange();
|
||
|
create_loopsound();
|
||
|
}
|
||
|
|
||
|
verify_effects_assignment( effectID )
|
||
|
{
|
||
|
if( isdefined ( level._effect[ effectID ] ) )
|
||
|
return true;
|
||
|
if( ! isdefined( level._missing_FX ) )
|
||
|
level._missing_FX = [];
|
||
|
level._missing_FX[ self.v[ "fxid" ] ] = effectID;
|
||
|
verify_effects_assignment_print( effectID );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
verify_effects_assignment_print( effectID )
|
||
|
{
|
||
|
|
||
|
level notify ( "verify_effects_assignment_print" );
|
||
|
level endon ( "verify_effects_assignment_print" );
|
||
|
wait .05; //allow errors on the same frame to que up before printing
|
||
|
|
||
|
println("Error:");
|
||
|
println("Error:**********MISSING EFFECTS IDS**********");
|
||
|
keys = getarraykeys( level._missing_FX );
|
||
|
foreach( key in keys )
|
||
|
{
|
||
|
println( "Error: Missing Effects ID assignment for: "+ key );
|
||
|
}
|
||
|
println("Error:");
|
||
|
|
||
|
assertmsg( "Missing Effects ID assignments ( see console )" );
|
||
|
}
|
||
|
|
||
|
OneShotfxthread()
|
||
|
{
|
||
|
waitframe();
|
||
|
|
||
|
if ( self.v[ "delay" ] > 0 )
|
||
|
wait self.v[ "delay" ];
|
||
|
|
||
|
/*
|
||
|
if ( isdefined( self.v[ "fire_range" ] ) )
|
||
|
{
|
||
|
thread fire_radius( self.v[ "origin" ], self.v[ "fire_range" ] );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
[[ level.func[ "create_triggerfx" ] ]]();
|
||
|
}
|