3950 lines
129 KiB
Plaintext
3950 lines
129 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_anim;
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/*QUAKED trigger_use_breach (0.1 0.3 1.0) STARTOFF HAS_USER
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Starts a slow mo breach sequence.
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*/
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/*QUAKED trigger_multiple_breachIcon (0.1 0.3 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
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Targets a script origin. Makes the breach icon appear when you look at a breach door.
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*/
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/*QUAKED info_volume_breachdoor (0.1 0.3 1.0) ?
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Include this volume in a breach prefab (with trigger, door posts, etc). Used to determine if there are any friendlies near the door to assist in muultiple-entry point breaches.
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*/
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/*QUAKED info_volume_breachroom (0.1 0.3 1.0) ?
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Targeted by the breach icon script_origin on the breach door prefab. Can be targeted by multiple script_origins for multiple-entry point breaches. Used to set a flag when the room is cleared (add key "script_flag"). Also used to detect enemy and hostage status within the room.
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*/
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/*QUAKED info_volume_breachsafearea (0.1 0.3 1.0) ?
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Optional. Add script_slomobreach number as a key/value to check to see if there are any enemies in this volume before allowing the breach to be performed.
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*/
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slowmo_breach_init()
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{
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level.last_player_damage = 0;
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level.slomobreachduration = 3.5; // duration of slomo breach
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level.breachEnemies_active = 0;
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level.player_one_already_breached = undefined;
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level.breachEnemies_alive = 0;
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level.has_special_breach_anim = [];
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level.breach_passive_time = 0;
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//set up dynamic sound channels that will only be partially affected by slomo (Values given by the audio dept)
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SoundSetTimeScaleFactor( "Music", 0 );
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SoundSetTimeScaleFactor( "Menu", 0 );
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SoundSetTimeScaleFactor( "local3", 0.0 );
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SoundSetTimeScaleFactor( "Mission", 0.0 );
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SoundSetTimeScaleFactor( "Announcer", 0.0 );
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SoundSetTimeScaleFactor( "Bulletimpact", .60 );
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SoundSetTimeScaleFactor( "Voice", 0.40 );
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SoundSetTimeScaleFactor( "effects2", 0.20 );
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SoundSetTimeScaleFactor( "local", 0.40 );
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SoundSetTimeScaleFactor( "physics", 0.20 );
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SoundSetTimeScaleFactor( "ambient", 0.50 );
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SoundSetTimeScaleFactor( "auto", 0.50 );
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//setDvarIfUninitialized( "breach_weapons", "0" );
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SetDvarIfUninitialized( "breach_debug", "0" );
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SetDvarIfUninitialized( "breach_requires_friendlies_in_position", "1" );
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//set dvar "hostage_missionfail" to "1" in your own script to have hostage deaths trigger a mission failure
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SetDvarIfUninitialized( "hostage_missionfail", "0" );
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PreCacheItem( "usp_scripted" );
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PreCacheShader( "breach_icon" );
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PreCacheModel( "weapon_parabolic_knife" );
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precacheString( &"SCRIPT_WAYPOINT_BREACH" );
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precacheString( &"SCRIPT_PLATFORM_BREACH_ACTIVATE" );
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precacheString( &"SCRIPT_BREACH_NEED_PLAYER" );
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precacheString( &"SCRIPT_BREACH_NEED_FRIENDLY" );
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precacheString( &"SCRIPT_BREACH_TOO_MANY_ENEMIES" );
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precacheString( &"SCRIPT_BREACH_ILLEGAL_WEAPON" );
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precacheString( &"SCRIPT_BREACH_PARTNER_NOT_READY" );
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precacheString( &"SCRIPT_BREACH_YOU_NOT_READY" );
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precacheString( &"SCRIPT_MISSIONFAIL_KILLEDHOSTAGE_THROUGH_ENEMY" );
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precacheString( &"SCRIPT_MISSIONFAIL_KILLEDHOSTAGE" );
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precacheString( &"SCRIPT_MISSIONFAIL_HOSTAGEEXECUTED" );
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precacheString( &"SCRIPT_MISSIONFAIL_HOSTAGEEXECUTED_USEMULTIDOOR" );
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precacheString( &"SCRIPT_BREACH_RELOADING" );
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level._slowmo_functions = [];
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level._effect[ "breach_door" ] = LoadFX( "explosions/breach_door" );
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level._effect[ "breach_room" ] = LoadFX( "explosions/breach_room" );
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level._effect[ "breach_room_residual" ] = LoadFX( "explosions/breach_room_residual" );
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level._effect[ "breach_knife_execution" ] = LoadFX( "impacts/flesh_hit_knife" );
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script_models();
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player_animations();
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friendly_animations();
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breach_anims();
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create_slowmo_breaches_from_entities();
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// this trigger will show the breach icon on the door when you look at it
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icon_triggers = GetEntArray( "trigger_multiple_breachIcon", "classname" );
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array_thread( icon_triggers, ::icon_trigger_setup );
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// entities that aren't meant to exist if a slowmo breach will happen
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breach_deletables = GetEntArray( "breach_solid_delete", "targetname" );
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array_call( breach_deletables, ::ConnectPaths );
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array_thread( breach_deletables, ::self_delete );
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// entities that aren't meant to exist if a slowmo breach will happen
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breach_deletables = GetEntArray( "breach_delete", "targetname" );
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array_thread( breach_deletables, ::self_delete );
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breach_fx = GetEntArray( "breach_fx", "targetname" );
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array_thread( breach_fx, ::breach_fx_setup );
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level.has_special_breach_anim[ "aa12" ] = true;
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level.has_special_breach_anim[ "aa12_reflex" ] = true;
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level.has_special_breach_anim[ "aa12_hb" ] = true;
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level.has_special_breach_anim[ "aug_reflex" ] = true;
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level.has_special_breach_anim[ "aug_scope" ] = true;
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level.has_special_breach_anim[ "barrett" ] = true;
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level.has_special_breach_anim[ "beretta" ] = true;
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level.has_special_breach_anim[ "beretta393" ] = true;
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level.has_special_breach_anim[ "cheytac_silencer" ] = true;
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level.has_special_breach_anim[ "fal" ] = true;
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level.has_special_breach_anim[ "fal_acog" ] = true;
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level.has_special_breach_anim[ "fal_reflex" ] = true;
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level.has_special_breach_anim[ "fal_shotgun" ] = true;
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level.has_special_breach_anim[ "fal_shotgun_attach" ] = true;
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level.has_special_breach_anim[ "famas" ] = true;
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level.has_special_breach_anim[ "famas_arctic" ] = true;
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level.has_special_breach_anim[ "famas_arctic_eotech" ] = true;
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level.has_special_breach_anim[ "famas_arctic_reflex" ] = true;
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level.has_special_breach_anim[ "famas_mp2" ] = true;
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level.has_special_breach_anim[ "famas_shotgun" ] = true;
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level.has_special_breach_anim[ "famas_shotgun_attach" ] = true;
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level.has_special_breach_anim[ "famas_woodland" ] = true;
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level.has_special_breach_anim[ "famas_woodland_eotech" ] = true;
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level.has_special_breach_anim[ "famas_woodland_acog" ] = true;
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level.has_special_breach_anim[ "famas_woodland_reflex" ] = true;
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level.has_special_breach_anim[ "famas_woodland_shotgun" ] = true;
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level.has_special_breach_anim[ "famas_woodland_shotgun_attach" ] = true;
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level.has_special_breach_anim[ "fn2000" ] = true;
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level.has_special_breach_anim[ "fn2000_acog" ] = true;
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level.has_special_breach_anim[ "fn2000_eotech" ] = true;
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level.has_special_breach_anim[ "fn2000_reflex" ] = true;
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level.has_special_breach_anim[ "fn2000_scope" ] = true;
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level.has_special_breach_anim[ "fn2000_shotgun" ] = true;
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level.has_special_breach_anim[ "fn2000_shotgun_attach" ] = true;
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level.has_special_breach_anim[ "fn2000_silencer" ] = true;
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level.has_special_breach_anim[ "fn2000_thermal" ] = true;
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level.has_special_breach_anim[ "glock" ] = true;
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level.has_special_breach_anim[ "kriss" ] = true;
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level.has_special_breach_anim[ "kriss_reflex" ] = true;
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level.has_special_breach_anim[ "kriss_eotech" ] = true;
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level.has_special_breach_anim[ "kriss_acog_silencer" ] = true;
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level.has_special_breach_anim[ "m1014" ] = true;
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level.has_special_breach_anim[ "m14_scoped" ] = true;
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level.has_special_breach_anim[ "m14_scoped_arctic" ] = true;
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level.has_special_breach_anim[ "m14_scoped_ghil" ] = true;
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level.has_special_breach_anim[ "m14_scoped_silencer" ] = true;
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level.has_special_breach_anim[ "m14_scoped_silencer_woodland" ] = true;
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level.has_special_breach_anim[ "m14_scoped_woodland" ] = true;
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level.has_special_breach_anim[ "m14ebr" ] = true;
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level.has_special_breach_anim[ "m14ebr_thermal" ] = true;
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level.has_special_breach_anim[ "m203" ] = true;
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level.has_special_breach_anim[ "m16_acog" ] = true;
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level.has_special_breach_anim[ "m16_basic" ] = true;
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level.has_special_breach_anim[ "m16_grenadier" ] = true;
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level.has_special_breach_anim[ "m16_reflex" ] = true;
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level.has_special_breach_anim[ "m16_silencer" ] = true;
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level.has_special_breach_anim[ "m21_baseasset" ] = true;
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level.has_special_breach_anim[ "m21_scoped_arctic_silenced" ] = true;
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level.has_special_breach_anim[ "mp5" ] = true;
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level.has_special_breach_anim[ "mp5_arctic" ] = true;
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level.has_special_breach_anim[ "mp5_arctic_reflex" ] = true;
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level.has_special_breach_anim[ "mp5_eotech" ] = true;
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level.has_special_breach_anim[ "mp5_reflex" ] = true;
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level.has_special_breach_anim[ "mp5_silencer" ] = true;
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level.has_special_breach_anim[ "mp5_silencer_reflex" ] = true;
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level.has_special_breach_anim[ "ranger" ] = true;
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level.has_special_breach_anim[ "striker" ] = true;
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level.has_special_breach_anim[ "striker_reflex" ] = true;
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level.has_special_breach_anim[ "striker_woodland" ] = true;
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level.has_special_breach_anim[ "striker_woodland_reflex" ] = true;
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level.has_special_breach_anim[ "tavor_acog" ] = true;
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level.has_special_breach_anim[ "tavor_digital_acog" ] = true;
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level.has_special_breach_anim[ "tavor_digital_eotech" ] = true;
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level.has_special_breach_anim[ "tavor_digital_mars" ] = true;
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level.has_special_breach_anim[ "tavor_digital_reflex" ] = true;
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level.has_special_breach_anim[ "tavor_eotech" ] = true;
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level.has_special_breach_anim[ "tavor_mars" ] = true;
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level.has_special_breach_anim[ "tavor_reflex" ] = true;
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level.has_special_breach_anim[ "tavor_woodland_acog" ] = true;
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level.has_special_breach_anim[ "tavor_woodland_eotech" ] = true;
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level.has_special_breach_anim[ "tavor_woodland_mars" ] = true;
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level.has_special_breach_anim[ "tavor_woodland_reflex" ] = true;
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level.has_special_breach_anim[ "tmp" ] = true;
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level.has_special_breach_anim[ "tmp_reflex" ] = true;
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level.has_special_breach_anim[ "tmp_silencer" ] = true;
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level.has_special_breach_anim[ "ump45" ] = true;
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level.has_special_breach_anim[ "ump45_acog" ] = true;
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level.has_special_breach_anim[ "ump45_arctic" ] = true;
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level.has_special_breach_anim[ "ump45_arctic_acog" ] = true;
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level.has_special_breach_anim[ "ump45_arctic_reflex" ] = true;
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level.has_special_breach_anim[ "ump45_reflex" ] = true;
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level.has_special_breach_anim[ "ump45_silencer" ] = true;
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level.has_special_breach_anim[ "ump45_eotech" ] = true;
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level.has_special_breach_anim[ "wa2000" ] = true;
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level.has_special_breach_anim[ "wa2000_thermal" ] = true;
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level.has_special_breach_anim[ "g36c" ] = true;
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level.has_special_breach_anim[ "g36c_grenadier" ] = true;
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level.has_special_breach_anim[ "gl_g36c" ] = true;
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level.has_special_breach_anim[ "m240" ] = true;
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level.has_special_breach_anim[ "m240_reflex" ] = true;
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level.has_special_breach_anim[ "m240_acog" ] = true;
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level.has_special_breach_anim[ "m4_grenadier" ] = true;
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level.has_special_breach_anim[ "m4_grunt" ] = true;
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level.has_special_breach_anim[ "m4_shotgun" ] = true;
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level.has_special_breach_anim[ "m4_shotgun_attach" ] = true;
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level.has_special_breach_anim[ "m4_silencer" ] = true;
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level.has_special_breach_anim[ "m4_silencer_acog" ] = true;
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level.has_special_breach_anim[ "m4m203_acog" ] = true;
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level.has_special_breach_anim[ "m4m203_reflex" ] = true;
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level.has_special_breach_anim[ "m4m203_reflex_arctic" ] = true;
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level.has_special_breach_anim[ "m4m203_silencer" ] = true;
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level.has_special_breach_anim[ "m4m203_silencer_reflex" ] = true;
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level.has_special_breach_anim[ "m4m203_eotech" ] = true;
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level.has_special_breach_anim[ "scar_h" ] = true;
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level.has_special_breach_anim[ "scar_h_fgrip" ] = true;
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level.has_special_breach_anim[ "scar_h_acog" ] = true;
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level.has_special_breach_anim[ "scar_h_grenadier" ] = true;
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level.has_special_breach_anim[ "scar_h_reflex" ] = true;
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level.has_special_breach_anim[ "scar_h_shotgun" ] = true;
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level.has_special_breach_anim[ "scar_h_shotgun_attach" ] = true;
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level.has_special_breach_anim[ "scar_h_silencer" ] = true;
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level.has_special_breach_anim[ "scar_h_thermal_silencer" ] = true;
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level.has_special_breach_anim[ "scar_h_thermal" ] = true;
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level.has_special_breach_anim[ "scar_h_m203" ] = true;
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level.has_special_breach_anim[ "m203_m4" ] = true;
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level.has_special_breach_anim[ "m203_m4_acog" ] = true;
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level.has_special_breach_anim[ "m203_m4_eotech" ] = true;
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level.has_special_breach_anim[ "m203_m4_reflex" ] = true;
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level.has_special_breach_anim[ "m203_m4_silencer" ] = true;
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level.has_special_breach_anim[ "m203_m4_silencer_reflex" ] = true;
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level.has_special_breach_anim[ "m203_m4_reflex_arctic" ] = true;
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level.has_special_breach_anim[ "coltanaconda" ] = true;
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level.has_special_breach_anim[ "deserteagle" ] = true;
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level.has_special_breach_anim[ "pp2000" ] = true;
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level.has_special_breach_anim[ "pp2000_reflex" ] = true;
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level.has_special_breach_anim[ "pp2000_silencer" ] = true;
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level.has_special_breach_anim[ "pp2000_thermal" ] = true;
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level.has_special_breach_anim[ "ak47" ] = true;
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level.has_special_breach_anim[ "ak47_acog" ] = true;
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level.has_special_breach_anim[ "ak47_arctic" ] = true;
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level.has_special_breach_anim[ "ak47_arctic_acog" ] = true;
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level.has_special_breach_anim[ "ak47_arctic_eotech" ] = true;
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level.has_special_breach_anim[ "ak47_arctic_grenadier" ] = true;
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level.has_special_breach_anim[ "ak47_arctic_reflex" ] = true;
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level.has_special_breach_anim[ "ak47_desert" ] = true;
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level.has_special_breach_anim[ "ak47_desert_acog" ] = true;
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level.has_special_breach_anim[ "ak47_desert_eotech" ] = true;
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level.has_special_breach_anim[ "ak47_desert_grenadier" ] = true;
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level.has_special_breach_anim[ "ak47_desert_reflex" ] = true;
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level.has_special_breach_anim[ "ak47_digital" ] = true;
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level.has_special_breach_anim[ "ak47_digital_acog" ] = true;
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level.has_special_breach_anim[ "ak47_digital_eotech" ] = true;
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level.has_special_breach_anim[ "ak47_digital_grenadier" ] = true;
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level.has_special_breach_anim[ "ak47_digital_reflex" ] = true;
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level.has_special_breach_anim[ "ak47_eotech" ] = true;
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level.has_special_breach_anim[ "ak47_fall" ] = true;
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level.has_special_breach_anim[ "ak47_fall_acog" ] = true;
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level.has_special_breach_anim[ "ak47_fall_eotech" ] = true;
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level.has_special_breach_anim[ "ak47_fall_grenadier" ] = true;
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level.has_special_breach_anim[ "ak47_fall_reflex" ] = true;
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level.has_special_breach_anim[ "ak47_grenadier" ] = true;
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level.has_special_breach_anim[ "ak47_reflex" ] = true;
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level.has_special_breach_anim[ "ak47_shotgun" ] = true;
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level.has_special_breach_anim[ "ak47_shotgun_attach" ] = true;
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level.has_special_breach_anim[ "ak47_silencer" ] = true;
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level.has_special_breach_anim[ "ak47_thermal" ] = true;
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level.has_special_breach_anim[ "ak47_woodland" ] = true;
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level.has_special_breach_anim[ "ak47_woodland_acog" ] = true;
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||
|
level.has_special_breach_anim[ "ak47_woodland_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "ak47_woodland_grenadier" ] = true;
|
||
|
level.has_special_breach_anim[ "ak47_woodland_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "gl_ak47" ] = true;
|
||
|
level.has_special_breach_anim[ "gl_ak47_arctic" ] = true;
|
||
|
level.has_special_breach_anim[ "masada" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_acog" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_dcburn_mt_black_off" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_dcburn_mt_black_on" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_digital" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_digital_acog" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_digital_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_digital_grenadier_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "gl_masada_digital_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_digital_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_grenadier_acog" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_silencer_motion_tracker_off" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_silencer_motion_tracker_on" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_silencer_mt_black_off" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_silencer_mt_black_on" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_silencer_mt_camo_off" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_silencer_mt_camo_on" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_silencer_mt_dust_off" ] = true;
|
||
|
level.has_special_breach_anim[ "masada_silencer_mt_dust_on" ] = true;
|
||
|
level.has_special_breach_anim[ "uzi" ] = true;
|
||
|
level.has_special_breach_anim[ "uzi_sd" ] = true;
|
||
|
level.has_special_breach_anim[ "uzi_silencer" ] = true;
|
||
|
level.has_special_breach_anim[ "uzi_akimbo" ] = true;
|
||
|
level.has_special_breach_anim[ "p90" ] = true;
|
||
|
level.has_special_breach_anim[ "p90_acog" ] = true;
|
||
|
level.has_special_breach_anim[ "p90_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "p90_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "p90_silencer" ] = true;
|
||
|
level.has_special_breach_anim[ "p90_arctic" ] = true;
|
||
|
level.has_special_breach_anim[ "p90_arctic_acog" ] = true;
|
||
|
level.has_special_breach_anim[ "p90_arctic_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "p90_arctic_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "rpd" ] = true;
|
||
|
level.has_special_breach_anim[ "rpd_acog" ] = true;
|
||
|
level.has_special_breach_anim[ "rpd_grip" ] = true;
|
||
|
level.has_special_breach_anim[ "rpd_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "sa80" ] = true;
|
||
|
level.has_special_breach_anim[ "sa80_scope" ] = true;
|
||
|
level.has_special_breach_anim[ "sa80lmg" ] = true;
|
||
|
level.has_special_breach_anim[ "sa80lmg_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "sa80lmg_scope" ] = true;
|
||
|
level.has_special_breach_anim[ "at4" ] = true;
|
||
|
level.has_special_breach_anim[ "at4_straight" ] = true;
|
||
|
level.has_special_breach_anim[ "model1887" ] = true;
|
||
|
level.has_special_breach_anim[ "usp" ] = true;
|
||
|
level.has_special_breach_anim[ "usp_airport" ] = true;
|
||
|
level.has_special_breach_anim[ "usp_silencer" ] = true;
|
||
|
level.has_special_breach_anim[ "dragunov" ] = true;
|
||
|
level.has_special_breach_anim[ "dragunov_arctic" ] = true;
|
||
|
level.has_special_breach_anim[ "dragunov_desert" ] = true;
|
||
|
level.has_special_breach_anim[ "dragunov_fall" ] = true;
|
||
|
level.has_special_breach_anim[ "dragunov_woodland" ] = true;
|
||
|
level.has_special_breach_anim[ "mg4" ] = true;
|
||
|
level.has_special_breach_anim[ "mg4_acog" ] = true;
|
||
|
level.has_special_breach_anim[ "mg4_arctic" ] = true;
|
||
|
level.has_special_breach_anim[ "mg4_arctic_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "mg4_arctic_thermal" ] = true;
|
||
|
level.has_special_breach_anim[ "mg4_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "mg4_thermal" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_arctic" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_arctic_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_arctic_grip" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_arctic_heartbeat" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_arctic_heartbeat_attach" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_arctic_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_eotech" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_grip" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_heartbeat" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_heartbeat_attach" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_reflex" ] = true;
|
||
|
level.has_special_breach_anim[ "spas12_silencer" ] = true;
|
||
|
|
||
|
|
||
|
flag_init( "breaching_on" );
|
||
|
flag_init( "no_mercy" );
|
||
|
}
|
||
|
|
||
|
check_missing_animation()
|
||
|
{
|
||
|
if ( !isdefined( self.animation ) )
|
||
|
return;
|
||
|
|
||
|
if ( self will_be_manhandled() && self.script_noteworthy == "manhandled" )
|
||
|
{
|
||
|
AssertEx( IsDefined( self.target ), "Manhandled spawner with export " + self.export + " has no target." );
|
||
|
spawner = GetEnt( self.target, "targetname" );
|
||
|
AssertEx( IsDefined( spawner ) && IsSpawner( spawner ), "Manhandled spawner with export " + self.export + " has no spawner." );
|
||
|
level.manhandled_spawners[ self.export ] = spawner;
|
||
|
}
|
||
|
|
||
|
parms = self.script_parameters;
|
||
|
if ( IsDefined( parms ) )
|
||
|
{
|
||
|
level.missing_animation_parameters[ parms ] = true;
|
||
|
}
|
||
|
|
||
|
level.missing_animations[ self.animation ] = true;
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
is_breach_anim_loop_setup( anime, index, animation )
|
||
|
{
|
||
|
if ( !isdefined( level.scr_anim[ "generic" ][ anime ] ) )
|
||
|
return false;
|
||
|
if ( !isdefined( level.scr_anim[ "generic" ][ anime ][ index ] ) )
|
||
|
return false;
|
||
|
|
||
|
// if ( level.scr_anim[ "generic" ][ anime ][ index ] != animation )
|
||
|
// return false;
|
||
|
|
||
|
PrintLn( " level.scr_anim[ \"generic\" ][ \"" + anime + "\" ][ " + index + " ] = %" + animation + ";" );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
is_breach_anim_single_setup( anime, animation )
|
||
|
{
|
||
|
if ( !isdefined( level.scr_anim[ "generic" ][ anime ] ) )
|
||
|
return false;
|
||
|
|
||
|
// if ( level.scr_anim[ "generic" ][ anime ] != animation )
|
||
|
// return false;
|
||
|
|
||
|
PrintLn( " level.scr_anim[ \"generic\" ][ \"" + anime + "\" ] = %" + animation + ";" );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
dump_missing_anims()
|
||
|
{
|
||
|
if ( !level.missing_animations.size )
|
||
|
return;
|
||
|
|
||
|
PrintLn( "^3Add these lines to the generic_human.atr section of " + level.script + "_anim.gsc:" );
|
||
|
PrintLn( " // _slowmo_breach anims" );
|
||
|
adds = [];
|
||
|
adds[ adds.size ] = "_survives";
|
||
|
adds[ adds.size ] = "_death";
|
||
|
adds[ adds.size ] = "_death2";
|
||
|
adds[ adds.size ] = "_idle";
|
||
|
adds[ adds.size ] = "_manhandled_guarded";
|
||
|
adds[ adds.size ] = "_manhandled";
|
||
|
adds[ adds.size ] = "_manhandled_guarded_idle";
|
||
|
adds[ adds.size ] = "_manhandled_idle";
|
||
|
adds[ adds.size ] = "_manhandled_guarded_prepare_idle";
|
||
|
adds[ adds.size ] = "_manhandled_prepare_idle";
|
||
|
adds[ adds.size ] = "_manhandled_guarded_prepare";
|
||
|
adds[ adds.size ] = "_manhandled_prepare";
|
||
|
|
||
|
// make new versions of the adds that h
|
||
|
add_suffix = [];
|
||
|
foreach ( parm, _ in level.missing_animation_parameters )
|
||
|
{
|
||
|
foreach ( add in adds )
|
||
|
{
|
||
|
add_suffix[ add_suffix.size ] = add + parm;
|
||
|
}
|
||
|
}
|
||
|
adds = array_combine( adds, add_suffix );
|
||
|
|
||
|
foreach ( anime, _ in level.missing_animations )
|
||
|
{
|
||
|
printed = false;
|
||
|
|
||
|
if ( IsDefined( level.scr_stub[ "generic" ][ anime ] ) )
|
||
|
{
|
||
|
if ( IsArray( level.scr_stub[ "generic" ][ anime ] ) )
|
||
|
{
|
||
|
foreach ( index, animation in level.scr_stub[ "generic" ][ anime ] )
|
||
|
{
|
||
|
if ( !is_breach_anim_loop_setup( anime, index, animation ) )
|
||
|
printed = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !is_breach_anim_single_setup( anime, level.scr_stub[ "generic" ][ anime ] ) )
|
||
|
printed = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
foreach ( add in adds )
|
||
|
{
|
||
|
check_anime = anime + add;
|
||
|
if ( !isdefined( level.scr_stub[ "generic" ][ check_anime ] ) )
|
||
|
continue;
|
||
|
|
||
|
if ( IsArray( level.scr_stub[ "generic" ][ check_anime ] ) )
|
||
|
{
|
||
|
foreach ( index, animation in level.scr_stub[ "generic" ][ check_anime ] )
|
||
|
{
|
||
|
if ( !is_breach_anim_loop_setup( check_anime, index, animation ) )
|
||
|
printed = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !is_breach_anim_single_setup( check_anime, level.scr_stub[ "generic" ][ check_anime ] ) )
|
||
|
printed = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( printed )
|
||
|
level.missing_animations[ anime ] = undefined;
|
||
|
}
|
||
|
|
||
|
PrintLn( " " );
|
||
|
//assertEx( !level.missing_animations.size, "Important! See missing slow mo breach anim defines above!" );
|
||
|
|
||
|
level.missing_animation_parameters = undefined;
|
||
|
level.missing_animations = undefined;
|
||
|
}
|
||
|
|
||
|
|
||
|
#using_animtree( "generic_human" );
|
||
|
breach_anims()
|
||
|
{
|
||
|
// these AI are killed by the breach so they have self.skipDeathAnim set.
|
||
|
level.breach_death_anims = [];
|
||
|
|
||
|
//knife props for executions, etc
|
||
|
addNotetrack_attach( "generic", "attach knife right", "weapon_parabolic_knife", "TAG_INHAND" );
|
||
|
addNotetrack_detach( "generic", "detach knife right", "weapon_parabolic_knife", "TAG_INHAND", "breach_react_knife_charge" );
|
||
|
|
||
|
|
||
|
//Friendly hostage takedowns
|
||
|
level.scr_stub[ "generic" ][ "takedown_room2B_soldier" ] = "takedown_room2B_soldier";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room2B_soldier_idle" ][ 0 ] = "takedown_room2B_soldier_idle";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room1Alt_soldier" ] = "takedown_room1Alt_soldier";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room1Alt_soldier_idle" ][ 0 ] = "takedown_room1Alt_soldier_idle";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room2A_soldier" ] = "takedown_room2A_soldier";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room2A_soldier_idle" ][ 0 ] = "takedown_room2A_soldier_end_idle";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room1B_soldier" ] = "takedown_room1B_soldier";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room1B_soldier_idle" ][ 0 ] = "takedown_room1B_soldier_idle";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room1A_soldier" ] = "takedown_room1A_soldier";
|
||
|
level.scr_stub[ "generic" ][ "takedown_room1A_soldier_idle" ][ 0 ] = "takedown_room1A_soldier_idle";
|
||
|
|
||
|
//C4 Rigged Chair
|
||
|
level.scr_stub[ "generic" ][ "hostage_chair_twitch2" ] = "hostage_chair_twitch2";
|
||
|
level.scr_stub[ "generic" ][ "hostage_chair_twitch2_idle" ] [ 0 ] = "hostage_chair_idle";
|
||
|
level.scr_stub[ "generic" ][ "hostage_chair_twitch" ] = "hostage_chair_twitch";
|
||
|
level.scr_stub[ "generic" ][ "hostage_chair_twitch_idle" ] [ 0 ] = "hostage_chair_idle";
|
||
|
add_slowmo_breach_custom_function( "hostage_chair_twitch2", ::_slomo_breach_c4_hostage );
|
||
|
add_slowmo_breach_custom_function( "hostage_chair_twitch", ::_slomo_breach_c4_hostage );
|
||
|
|
||
|
//human shield execution
|
||
|
level.scr_stub[ "generic" ][ "execution_shield_soldier" ] = "execution_shield_soldier";
|
||
|
level.scr_stub[ "generic" ][ "execution_shield_hostage" ] = "execution_shield_hostage";
|
||
|
level.scr_stub[ "generic" ][ "execution_shield_hostage_death" ] = "execution_shield_hostage_death";
|
||
|
level.scr_stub[ "generic" ][ "execution_shield_hostage_survives" ] = "execution_shield_hostage_survives";
|
||
|
level.scr_stub[ "generic" ][ "execution_shield_hostage_idle" ][ 0 ] = "hostage_knees_idle";
|
||
|
|
||
|
add_slowmo_breach_custom_function( "execution_shield_soldier", ::_slomo_breach_executioner_pistol );
|
||
|
add_slowmo_breach_custom_function( "execution_shield_hostage", ::_slomo_breach_executed_guy );
|
||
|
|
||
|
//knife execution #1
|
||
|
level.scr_stub[ "generic" ][ "execution_knife_soldier" ] = "execution_knife_soldier";
|
||
|
level.scr_stub[ "generic" ][ "execution_knife_hostage" ] = "execution_knife_hostage";
|
||
|
level.scr_stub[ "generic" ][ "execution_knife_hostage_death" ] = "execution_knife_hostage_death";
|
||
|
level.scr_stub[ "generic" ][ "execution_knife_hostage_idle" ][ 0 ] = "hostage_knees_idle";
|
||
|
level.scr_stub[ "generic" ][ "execution_knife_hostage_manhandled" ] = "takedown_room2B_hostageA";
|
||
|
level.scr_stub[ "generic" ][ "execution_knife_hostage_manhandled_idle" ][ 0 ] = "takedown_room2B_hostageA_idle";
|
||
|
|
||
|
add_slowmo_breach_custom_function( "execution_knife_hostage", ::_slomo_breach_executed_guy );
|
||
|
add_slowmo_breach_custom_function( "execution_knife_soldier", ::_slomo_breach_executioner_knife );
|
||
|
|
||
|
//knife execution #2
|
||
|
level.scr_stub[ "generic" ][ "execution_knife2_soldier" ] = "execution_knife2_soldier";
|
||
|
level.scr_stub[ "generic" ][ "execution_knife2_hostage" ] = "execution_knife2_hostage";
|
||
|
level.scr_stub[ "generic" ][ "execution_knife2_hostage_death" ] = "execution_knife2_hostage_death";
|
||
|
level.scr_stub[ "generic" ][ "execution_knife2_hostage_idle" ][ 0 ] = "hostage_stand_idle";
|
||
|
add_slowmo_breach_custom_function( "execution_knife2_hostage", ::_slomo_breach_executed_guy );
|
||
|
add_slowmo_breach_custom_function( "execution_knife2_soldier", ::_slomo_breach_executioner_knife );
|
||
|
|
||
|
//enemy headshots hostage on his knees
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees_soldier" ] = "execution_onknees_soldier";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees_hostage" ] = "execution_onknees_hostage";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees_hostage_idle" ][ 0 ] = "execution_onknees_hostage_survives";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees_hostage_death" ] = "execution_onknees_hostage_death";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees_hostage_manhandled_guarded" ] = "takedown_room1A_hostageB";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees_hostage_manhandled_guarded_idle" ][ 0 ] = "takedown_room1A_hostageB_idle";
|
||
|
|
||
|
add_slowmo_breach_custom_function( "execution_onknees_soldier", ::_slomo_breach_executioner_pistol );
|
||
|
add_slowmo_breach_custom_function( "execution_onknees_hostage", ::_slomo_breach_executed_guy );
|
||
|
|
||
|
//enemy headshots hostage on his knees (V2)
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_soldier" ] = "execution_onknees2_soldier";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_hostage" ] = "execution_onknees2_hostage";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_hostage_survives" ] = "execution_onknees2_hostage_survives";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_hostage_death" ] = "execution_onknees2_hostage_death";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_hostage_manhandled_guarded" ] = "takedown_room2B_hostageB";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_hostage_manhandled_guarded_idle" ][ 0 ] = "takedown_room2B_hostageB_idle";
|
||
|
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_hostage_manhandled_guarded_prepare_idleV2" ][ 0 ] = "takedown_room2A_hostageB_start_idle";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_hostage_manhandled_guardedV2" ] = "takedown_room2A_hostageB";
|
||
|
level.scr_stub[ "generic" ][ "execution_onknees2_hostage_manhandled_guarded_idleV2" ][ 0 ] = "takedown_room2A_hostageB_end_idle";
|
||
|
|
||
|
add_slowmo_breach_custom_function( "execution_onknees2_soldier", ::_slomo_breach_executioner_pistol );
|
||
|
add_slowmo_breach_custom_function( "execution_onknees2_hostage", ::_slomo_breach_executed_guy_pushed_to_floor );
|
||
|
|
||
|
//enemy slams hostage against wall
|
||
|
level.scr_stub[ "generic" ][ "execution_slamwall_soldier" ] = "execution_slamwall_soldier";
|
||
|
level.scr_stub[ "generic" ][ "execution_slamwall_hostage" ] = "execution_slamwall_hostage";
|
||
|
level.scr_stub[ "generic" ][ "execution_slamwall_hostage_idle" ][ 0 ] = "hostage_stand_idle";
|
||
|
level.scr_stub[ "generic" ][ "execution_slamwall_hostage_death" ] = "execution_slamwall_hostage_death";
|
||
|
level.scr_stub[ "generic" ][ "execution_slamwall_hostage_manhandled_prepare" ] = "takedown_room2A_hostageA_flee";
|
||
|
level.scr_stub[ "generic" ][ "execution_slamwall_hostage_manhandled_prepare_idle" ][ 0 ] = "takedown_room2A_hostageA_hide_idle";
|
||
|
level.scr_stub[ "generic" ][ "execution_slamwall_hostage_manhandled" ] = "takedown_room2A_hostageA";
|
||
|
level.scr_stub[ "generic" ][ "execution_slamwall_hostage_manhandled_idle" ][ 0 ] = "takedown_room2A_hostageA_end_idle";
|
||
|
|
||
|
add_slowmo_breach_custom_function( "execution_slamwall_soldier", ::_slomo_breach_executioner_pistol );
|
||
|
add_slowmo_breach_custom_function( "execution_slamwall_hostage", ::_slomo_breach_executed_guy );
|
||
|
|
||
|
//hostage shoulder-rams enemy but gets pushed to the floor and executed
|
||
|
level.scr_stub[ "generic" ][ "execution_fightback_guy1_03" ] = "execution_fightback_guy1_03";
|
||
|
level.scr_stub[ "generic" ][ "execution_fightback_guy2_03" ] = "execution_fightback_guy2_03";
|
||
|
level.scr_stub[ "generic" ][ "execution_fightback_guy2_03_death" ] = "execution_fightback_guy2_03_death";
|
||
|
level.scr_stub[ "generic" ][ "execution_fightback_guy2_03_survives" ] = "execution_fightback_guy2_03_survives";
|
||
|
add_slowmo_breach_custom_function( "execution_fightback_guy1_03", ::_slomo_breach_executioner_pistol );
|
||
|
add_slowmo_breach_custom_function( "execution_fightback_guy2_03", ::_slomo_breach_executed_guy_pushed_to_floor );
|
||
|
|
||
|
//generic enemy surprised
|
||
|
level.scr_stub[ "generic" ][ "patrol_bored_react" ] = "patrol_bored_react_walkstop";
|
||
|
level.scr_stub[ "generic" ][ "exposed_idle_react" ] = "exposed_idle_reactA";
|
||
|
level.scr_stub[ "generic" ][ "chess_surprise" ] = "parabolic_chessgame_surprise_b";
|
||
|
level.scr_stub[ "generic" ][ "breach_chair_reaction_v1" ] = "breach_chair_reaction_v1";
|
||
|
//level.scr_stub[ "generic" ][ "seated_guard_goforgun_1" ] = "seated_guard_goforgun_1";
|
||
|
//level.scr_stub[ "generic" ][ "seated_guard_goforgun_2" ] = "seated_guard_goforgun_2";
|
||
|
level.scr_stub[ "generic" ][ "patrol_bored_react_walkstop" ] = "patrol_bored_react_walkstop";
|
||
|
level.scr_stub[ "generic" ][ "exposed_idle_reactA" ] = "exposed_idle_reactA";
|
||
|
|
||
|
//generic hostage standalone
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_react_front" ] = "hostage_stand_react_front";
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_react_front_idle" ][ 0 ] = "hostage_stand_idle";
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_react_front_manhandled" ] = "takedown_room1Alt_hostage";
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_react_front_manhandled_idle" ][ 0 ] = "takedown_room1Alt_hostage_idle";
|
||
|
|
||
|
|
||
|
// a few more anims useful for breaching
|
||
|
level.scr_stub[ "generic" ][ "death_explosion_stand_B_v3" ] = "death_explosion_stand_B_v3";
|
||
|
level.scr_stub[ "generic" ][ "breach_stackL_approach" ] = "breach_stackL_approach";
|
||
|
level.scr_stub[ "generic" ][ "react_stand_2_run_R45" ] = "react_stand_2_run_R45";
|
||
|
|
||
|
level.breach_death_anims[ "death_explosion_stand_B_v3" ] = true;
|
||
|
|
||
|
add_slowmo_breach_custom_function( "hostage_stand_react_front", ::_slomo_breach_hostage_react );
|
||
|
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_fall" ] = "hostage_stand_fall";
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_fall_idle" ][ 0 ] = "hostage_knees_idle";
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_fall_idle" ][ 1 ] = "hostage_knees_twitch";
|
||
|
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_fall_manhandled" ] = "takedown_room1A_hostageA";
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_fall_manhandled_idle" ][ 0 ] = "takedown_room1A_hostageA_idle";
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_fall_manhandledV2" ] = "takedown_room1B_hostage";
|
||
|
level.scr_stub[ "generic" ][ "hostage_stand_fall_manhandled_idleV2" ][ 0 ] = "takedown_room1B_hostage_idle";
|
||
|
|
||
|
add_slowmo_breach_custom_function( "hostage_stand_fall", ::_slomo_breach_hostage_react );
|
||
|
|
||
|
//enemy charges at door with a knife
|
||
|
level.scr_stub[ "generic" ][ "breach_react_knife_idle" ] = "breach_react_knife_idle";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_knife_charge" ] = "breach_react_knife_charge";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_knife_charge_death" ] = "death_shotgun_back_v1";
|
||
|
|
||
|
add_slowmo_breach_custom_function( "breach_react_knife_charge", ::_slomo_breach_knife_charger );
|
||
|
|
||
|
//enemies blown back from the door explosive
|
||
|
level.scr_stub[ "generic" ][ "breach_react_blowback_v1" ] = "breach_react_blowback_v1";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_blowback_v2" ] = "breach_react_blowback_v1";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_blowback_v3" ] = "breach_react_blowback_v1";
|
||
|
level.scr_stub[ "generic" ][ "dying_crawl_back" ] = "dying_crawl_back";
|
||
|
add_slowmo_breach_custom_function( "breach_react_blowback_v1", ::_slomo_breach_blowback_guy );
|
||
|
add_slowmo_breach_custom_function( "breach_react_blowback_v2", ::_slomo_breach_blowback_guy );
|
||
|
|
||
|
//enemies jumping behind/across desks
|
||
|
level.scr_stub[ "generic" ][ "breach_react_desk_v1" ] = "breach_react_desk_v1";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_desk_v2" ] = "breach_react_desk_v2";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_desk_v3" ] = "breach_react_desk_v3";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_desk_v4" ] = "breach_react_desk_v4";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_desk_v5" ] = "breach_react_desk_v5";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_desk_v6" ] = "breach_react_desk_v6";
|
||
|
|
||
|
//kicking down desk
|
||
|
level.scr_stub[ "generic" ][ "breach_react_desk_v7" ] = "breach_react_desk_v7";
|
||
|
add_slowmo_breach_custom_function( "breach_react_desk_v7", ::_slomo_breach_desk_guy );
|
||
|
|
||
|
//guy pushing other guy out of the way
|
||
|
level.scr_stub[ "generic" ][ "breach_react_push_guy1" ] = "breach_react_push_guy1";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_push_guy2" ] = "breach_react_push_guy2";
|
||
|
|
||
|
//2 enemies tossing guns to one another
|
||
|
level.scr_stub[ "generic" ][ "breach_react_guntoss_v1_guy1" ] = "breach_react_guntoss_v1_guy1";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_guntoss_v1_guy2" ] = "breach_react_guntoss_v1_guy2";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_guntoss_v2_guy1" ] = "breach_react_guntoss_v2_guy1";
|
||
|
level.scr_stub[ "generic" ][ "breach_react_guntoss_v2_guy2" ] = "breach_react_guntoss_v2_guy2";
|
||
|
|
||
|
//enemy hiding behind the chair
|
||
|
level.scr_stub[ "generic" ][ "breach_chair_hide_reaction_v1" ] = "breach_chair_hide_reaction_v1";
|
||
|
level.scr_stub[ "generic" ][ "breach_chair_hide_reaction_v1_death" ] = "covercrouch_death_1";
|
||
|
level.scr_stub[ "generic" ][ "breach_chair_hide_reaction_v1_death2" ] = "covercrouch_death_2";
|
||
|
|
||
|
level.scr_stub[ "generic" ][ "breach_chair_hide_reaction_v2" ] = "breach_chair_hide_reaction_v2";
|
||
|
level.scr_stub[ "generic" ][ "breach_chair_hide_reaction_v2_death" ] = "breach_chair_hide_reaction_death_v2";
|
||
|
add_slowmo_breach_custom_function( "breach_chair_hide_reaction_v1", ::_slomo_breach_chair_guy_normal );
|
||
|
add_slowmo_breach_custom_function( "breach_chair_hide_reaction_v2", ::_slomo_breach_chair_guy_animated );
|
||
|
|
||
|
//other hostage fighback animations (too slow and clunky...)
|
||
|
//level.scr_stub[ "generic" ][ "execution_fightback_guy1_01" ] = "execution_fightback_guy1_01";
|
||
|
//level.scr_stub[ "generic" ][ "execution_fightback_guy2_01" ] = "execution_fightback_guy2_01";
|
||
|
level.scr_stub[ "generic" ][ "execution_fightback_guy1_02" ] = "execution_fightback_guy1_02";
|
||
|
level.scr_stub[ "generic" ][ "execution_fightback_guy2_02" ] = "execution_fightback_guy2_02";
|
||
|
|
||
|
//XXX TODO - Need to implement
|
||
|
//level.scr_stub[ "generic" ][ "execution_fightback_7" ] = "execution_fightback_7";
|
||
|
//level.scr_stub[ "generic" ][ "execution_slam_2" ] = "execution_slam_2";
|
||
|
//level.scr_stub[ "generic" ][ "execution_shield_12" ] = "execution_shield_12";
|
||
|
//level.scr_stub[ "generic" ][ "execution_knife_3" ] = "execution_knife_3";
|
||
|
//level.scr_stub[ "generic" ][ "execution_knife_4" ] = "execution_knife_4";
|
||
|
//level.scr_stub[ "generic" ][ "execution_hostage_idle_1" ] = "execution_hostage_idle_1";
|
||
|
|
||
|
|
||
|
// fallback anims
|
||
|
level.scr_anim[ "generic" ][ "hostage_knees_loop" ][ 0 ] = %hostage_knees_idle;
|
||
|
level.scr_anim[ "generic" ][ "hostage_knees_loop" ][ 1 ] = %hostage_knees_twitch;
|
||
|
|
||
|
}
|
||
|
|
||
|
friendly_animations()
|
||
|
{
|
||
|
level.scr_anim[ "generic" ][ "breach_friend_idle_01" ][ 0 ] = %breach_flash_R1_idle;
|
||
|
level.scr_anim[ "generic" ][ "breach_friend_enter_01" ] = %breach_flash_R1_enter;
|
||
|
level.scr_anim[ "generic" ][ "breach_friend_idle_02" ][ 0 ] = %breach_flash_R2_idle;
|
||
|
level.scr_anim[ "generic" ][ "breach_friend_enter_02" ] = %breach_flash_R2_enter;
|
||
|
}
|
||
|
|
||
|
|
||
|
breach_fx_setup()
|
||
|
{
|
||
|
AssertEx( IsDefined( self.script_fxid ), "Breach_fx at " + self.origin + " has no script_fxid" );
|
||
|
AssertEx( IsDefined( self.script_slowmo_breach ), "Breach_fx at " + self.origin + " has no script_slowmo_breach" );
|
||
|
fxid = self.script_fxid;
|
||
|
index = self.script_slowmo_breach;
|
||
|
ent = createExploder( fxid );
|
||
|
ent.v[ "origin" ] = self.origin;
|
||
|
ent.v[ "angles" ] = self.angles;
|
||
|
ent.v[ "fxid" ] = fxid;
|
||
|
ent.v[ "delay" ] = 0;
|
||
|
ent.v[ "exploder" ] = "breach_" + index;
|
||
|
ent.v[ "soundalias" ] = "nil";
|
||
|
}
|
||
|
|
||
|
create_slowmo_breaches_from_entities()
|
||
|
{
|
||
|
// construct the slow mo breach scenes from breach entities in the level
|
||
|
breaches = [];
|
||
|
|
||
|
left_door_posts = GetEntArray( "breach_left_org", "targetname" );
|
||
|
right_door_posts = GetEntArray( "breach_right_org", "targetname" );
|
||
|
breach_enemy_spawners = GetEntArray( "breach_enemy_spawner", "targetname" );
|
||
|
breach_hostage_spawners = GetEntArray( "breach_hostage_spawner", "targetname" );
|
||
|
breach_friendlyenemy_spawners = GetEntArray( "breach_friendlyenemy_spawner", "targetname" );
|
||
|
breach_friendlyhostage_spawners = GetEntArray( "breach_friendlyhostage_spawner", "targetname" );
|
||
|
breach_coopenemy_spawners = GetEntArray( "breach_coopenemy_spawner", "targetname" ); // optional enemies for multi - door coop breaches for a door that neither player breaches
|
||
|
breach_coophostage_spawners = GetEntArray( "breach_coophostage_spawner", "targetname" ); // optional hostages for multi - door coop breaches for a door that neither player breaches
|
||
|
breach_path_solids = GetEntArray( "breach_solid", "targetname" );
|
||
|
breach_door_volumes = GetEntArray( "breach_door_volume", "targetname" );
|
||
|
breach_safe_volumes = GetEntArray( "breach_safe_volume", "targetname" );
|
||
|
breach_triggers = GetEntArray( "trigger_use_breach", "classname" );
|
||
|
breach_lookat_triggers = GetEntArray( "trigger_multiple_breachIcon", "classname" );
|
||
|
breach_start_triggers = GetEntArray( "trigger_use_breach", "classname" );
|
||
|
breach_damage_trigger = GetEntArray( "breach_damage_trigger", "targetname" );
|
||
|
|
||
|
/#
|
||
|
level.missing_animations = [];
|
||
|
level.missing_animation_parameters = [];
|
||
|
level.manhandled_spawners = [];
|
||
|
array_thread( breach_enemy_spawners, ::check_missing_animation );
|
||
|
array_thread( breach_hostage_spawners, ::check_missing_animation );
|
||
|
array_thread( breach_friendlyenemy_spawners, ::check_missing_animation );
|
||
|
array_thread( breach_friendlyhostage_spawners, ::check_missing_animation );
|
||
|
array_thread( breach_coopenemy_spawners, ::check_missing_animation );
|
||
|
array_thread( breach_coophostage_spawners, ::check_missing_animation );
|
||
|
array_thread( level.manhandled_spawners, ::check_missing_animation );
|
||
|
|
||
|
dump_missing_anims();
|
||
|
#/
|
||
|
level.scr_stub = undefined;
|
||
|
|
||
|
|
||
|
foreach ( post in left_door_posts )
|
||
|
{
|
||
|
index = post.script_slowmo_breach;
|
||
|
AssertEx( IsDefined( index ), "Breach door post at " + post.origin + " had no script_slowmo_breach" );
|
||
|
AssertEx( !isdefined( breaches[ index ] ), "Breach door post at " + post.origin + " used script_slowmo_breach " + index + " which is already in use elsewhere in the level. Each breach must have its own script_slowmo_breach." );
|
||
|
|
||
|
// set up door type - default is "wood"
|
||
|
doorType = "wood";
|
||
|
if ( IsDefined( post.script_slowmo_breach_doortype ) )
|
||
|
{
|
||
|
switch( post.script_slowmo_breach_doortype )
|
||
|
{
|
||
|
case "wood":
|
||
|
case "estate_wood":
|
||
|
case "estate_wood_backwards":
|
||
|
case "caves_wood":
|
||
|
case "metal":
|
||
|
case "none":
|
||
|
doorType = post.script_slowmo_breach_doortype;
|
||
|
break;
|
||
|
default:
|
||
|
AssertEx( "Illegal slowmo breach doortype " + post.script_slowmo_breach_doortype );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ent = SpawnStruct();
|
||
|
ent.left_post = post;
|
||
|
ent.doorType = doorType;
|
||
|
ent.spawners = [];
|
||
|
ent.spawners[ "enemy" ] = [];
|
||
|
ent.spawners[ "hostage" ] = [];
|
||
|
ent.spawners[ "friendlyenemy" ] = [];
|
||
|
ent.spawners[ "friendlyhostage" ] = [];
|
||
|
ent.spawners[ "coopenemy" ] = []; // optional enemies to set up at a door that is not breached by either coop player
|
||
|
ent.spawners[ "coophostage" ] = []; // optional hostages to set up at a door that is not breached by either coop player
|
||
|
ent.lookat_triggers = [];
|
||
|
ent.path_solids = [];
|
||
|
ent.enabled = true;
|
||
|
ent.door_volume = [];
|
||
|
ent.room_volume = [];
|
||
|
ent.safe_volume = undefined; // Optional. Used to check if there are any live enemies in the area before allowing breach
|
||
|
ent.friendly_anim_ent = []; // used for positioning breaching friendlies on multiple - door rooms
|
||
|
breaches[ index ] = ent;
|
||
|
}
|
||
|
|
||
|
foreach ( post in right_door_posts )
|
||
|
{
|
||
|
index = post.script_slowmo_breach;
|
||
|
AssertEx( IsDefined( index ), "Breach door post at " + post.origin + " had no script_slowmo_breach" );
|
||
|
AssertEx( IsDefined( breaches[ index ] ), "Breach door post at " + post.origin + " used script_slowmo_breach " + index + " but there is no corrosponding left_door_post with that script_slowmo_breach." );
|
||
|
|
||
|
breaches[ index ].right_post = post;
|
||
|
|
||
|
//create animation entity for friendly breaches from right door post
|
||
|
anim_org = Spawn( "script_origin", post.origin );
|
||
|
anim_org.angles = post.angles;
|
||
|
|
||
|
// translate the anim_ent into the proper position for the animations
|
||
|
ent = SpawnStruct();
|
||
|
ent.entity = anim_org;
|
||
|
ent.yaw = -90;
|
||
|
ent translate_local();
|
||
|
breaches[ index ].friendly_anim_ent = anim_org;
|
||
|
}
|
||
|
|
||
|
foreach ( spawner in breach_enemy_spawners )
|
||
|
{
|
||
|
breaches = spawner breach_spawner_setup( breaches, "enemy" );
|
||
|
}
|
||
|
|
||
|
foreach ( spawner in breach_hostage_spawners )
|
||
|
{
|
||
|
breaches = spawner breach_spawner_setup( breaches, "hostage" );
|
||
|
}
|
||
|
|
||
|
foreach ( spawner in breach_friendlyenemy_spawners )
|
||
|
{
|
||
|
breaches = spawner breach_spawner_setup( breaches, "friendlyenemy" );
|
||
|
}
|
||
|
|
||
|
foreach ( spawner in breach_friendlyhostage_spawners )
|
||
|
{
|
||
|
breaches = spawner breach_spawner_setup( breaches, "friendlyhostage" );
|
||
|
}
|
||
|
foreach ( spawner in breach_coopenemy_spawners )
|
||
|
{
|
||
|
breaches = spawner breach_spawner_setup( breaches, "coopenemy" );
|
||
|
}
|
||
|
|
||
|
foreach ( spawner in breach_coophostage_spawners )
|
||
|
{
|
||
|
breaches = spawner breach_spawner_setup( breaches, "coophostage" );
|
||
|
}
|
||
|
|
||
|
AssertEx( breach_lookat_triggers.size, "No breach lookat trigger!" );
|
||
|
foreach ( trigger in breach_lookat_triggers )
|
||
|
{
|
||
|
index = trigger.script_slowmo_breach;
|
||
|
AssertEx( IsDefined( index ), "Breach lookat trigger at " + trigger.origin + " had no script_slowmo_breach" );
|
||
|
breaches[ index ].lookat_triggers[ breaches[ index ].lookat_triggers.size ] = trigger;
|
||
|
AssertEx( breaches[ index ].lookat_triggers.size < 2, "You have more than one trigger_multiple_breachIcon associated with script_slowmo_breach number " + index + ". Only one lookat trigger is allowed per breach door" );
|
||
|
|
||
|
//get the script origin targeted by lookat trig
|
||
|
trigger_org = GetEnt( trigger.target, "targetname" );
|
||
|
trigger.breach_origin = trigger_org.origin;
|
||
|
AssertEx( IsDefined( trigger_org ), "Breach_lookat_trigger at " + trigger.origin + " needs to target a script_origin to be used for the breach icon." );
|
||
|
|
||
|
//get the room volume targeted by the look_at trigger's script_origin
|
||
|
room_volume = GetEnt( trigger_org.target, "targetname" );
|
||
|
AssertEx( IsDefined( room_volume ), "The script origin targeted by the breach_lookat_trigger at " + trigger_org.origin + " needs to target an info_volume that encompasses the room being breached." );
|
||
|
room_volume.breached = false;
|
||
|
breaches[ index ].room_volume = room_volume;
|
||
|
|
||
|
//Show icon on door origin
|
||
|
trigger_org thread breach_icon_think( trigger, index, room_volume );
|
||
|
|
||
|
//initialize a flag for designer use (set when this room volume is breached and cleared)
|
||
|
sFlagname = room_volume.script_flag;
|
||
|
AssertEx( IsDefined( sFlagname ), "Breach room volume at " + room_volume.origin + " needs to have a unique script_flag key to set a flag once it has been breached and cleared." );
|
||
|
flag_init( sFlagname );
|
||
|
}
|
||
|
|
||
|
foreach ( trigger in breach_start_triggers )
|
||
|
{
|
||
|
trigger UseTriggerRequireLookAt();
|
||
|
index = trigger.script_slowmo_breach;
|
||
|
AssertEx( IsDefined( index ), "Breach trigger at " + trigger.origin + " had no script_slowmo_breach" );
|
||
|
breaches[ index ].trigger = trigger;
|
||
|
if ( IsDefined( trigger.script_breachgroup ) )
|
||
|
trigger thread breach_group_trigger_think();
|
||
|
}
|
||
|
|
||
|
foreach ( volume in breach_door_volumes )
|
||
|
{
|
||
|
index = volume.script_slowmo_breach;
|
||
|
AssertEx( IsDefined( index ), "Breach volume at " + volume.origin + " had no script_slowmo_breach" );
|
||
|
breaches[ index ].door_volume = volume;
|
||
|
}
|
||
|
|
||
|
foreach ( volume in breach_safe_volumes )
|
||
|
{
|
||
|
index = volume.script_slowmo_breach;
|
||
|
AssertEx( IsDefined( index ), "Breach safe volume at " + volume.origin + " had no script_slowmo_breach" );
|
||
|
breaches[ index ].safe_volume = volume;
|
||
|
}
|
||
|
|
||
|
foreach ( pathSolid in breach_path_solids )
|
||
|
{
|
||
|
index = pathSolid.script_slowmo_breach;
|
||
|
AssertEx( IsDefined( index ), "Breach path solid at " + pathSolid.origin + " had no script_slowmo_breach" );
|
||
|
breaches[ index ].path_solids[ breaches[ index ].path_solids.size ] = pathSolid;
|
||
|
}
|
||
|
|
||
|
foreach ( index, breach in breaches )
|
||
|
{
|
||
|
level thread slowmo_breach_think( breach, index );
|
||
|
}
|
||
|
|
||
|
foreach ( trigger in breach_damage_trigger )
|
||
|
{
|
||
|
index = trigger.script_slowmo_breach;
|
||
|
Assert( IsDefined( index ) );
|
||
|
trigger thread slowmo_breach_damage_trigger_think( index );
|
||
|
}
|
||
|
|
||
|
level.breach_groups = breaches;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
///ScriptDocBegin
|
||
|
"Name: objective_breach( <obj> , <breach_index1> , <breach_index2> , <breach_index3> , <breach_index4> )"
|
||
|
"Summary: Adds objective positions at the correct location and name for breaching"
|
||
|
"Module: SlowMo Breach"
|
||
|
"MandatoryArg: <obj>: The index for the objective"
|
||
|
"OptionalArg: <breach_index1>: A breach to show the position for"
|
||
|
"OptionalArg: <breach_index2>: A breach to show the position for"
|
||
|
"OptionalArg: <breach_index3>: A breach to show the position for"
|
||
|
"OptionalArg: <breach_index4>: A breach to show the position for"
|
||
|
"Example: objective_breach( 2, breach_indices[ 0 ], breach_indices[ 1 ], breach_indices[ 2 ], breach_indices[ 3 ] );"
|
||
|
"SPMP: singleplayer"
|
||
|
///ScriptDocEnd
|
||
|
=============
|
||
|
*/
|
||
|
objective_breach( obj, breach_index1, breach_index2, breach_index3, breach_index4 )
|
||
|
{
|
||
|
Objective_SetPointerTextOverride( obj, &"SCRIPT_WAYPOINT_BREACH" );
|
||
|
objective_position( obj, ( 0, 0, 0 ) );
|
||
|
|
||
|
breaches = [];
|
||
|
if ( isdefined( breach_index1 ) )
|
||
|
{
|
||
|
breaches[ breaches.size ] = breach_index1;
|
||
|
}
|
||
|
if ( isdefined( breach_index2 ) )
|
||
|
{
|
||
|
breaches[ breaches.size ] = breach_index2;
|
||
|
}
|
||
|
if ( isdefined( breach_index3 ) )
|
||
|
{
|
||
|
breaches[ breaches.size ] = breach_index3;
|
||
|
}
|
||
|
if ( isdefined( breach_index4 ) )
|
||
|
{
|
||
|
breaches[ breaches.size ] = breach_index4;
|
||
|
}
|
||
|
|
||
|
count = 0;
|
||
|
|
||
|
foreach ( breach_index in breaches )
|
||
|
{
|
||
|
assertex( isdefined( level.breach_groups[ breach_index ] ), "No breach group " + breach_index );
|
||
|
|
||
|
ent = level.breach_groups[ breach_index ].left_post;
|
||
|
if ( !isdefined( ent ) )
|
||
|
return;
|
||
|
|
||
|
right = anglestoright( ent.angles );
|
||
|
origin = ent.origin + right * -22.5 + (0,0,56);
|
||
|
objective_additionalposition( obj, count, origin );
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
assign_script_breachgroup_to_ents( breach_ents )
|
||
|
{
|
||
|
foreach ( ent in breach_ents )
|
||
|
{
|
||
|
found_breach = false;
|
||
|
foreach ( breach_index, breach_array in level.breach_groups )
|
||
|
{
|
||
|
foreach ( trigger in breach_array.lookat_triggers )
|
||
|
{
|
||
|
// close enough?
|
||
|
if ( distance( ent.origin, trigger.breach_origin ) > 80 )
|
||
|
continue;
|
||
|
|
||
|
ent.script_slowmo_breach = breach_index;
|
||
|
found_breach = true;
|
||
|
break;
|
||
|
}
|
||
|
if ( found_breach )
|
||
|
break;
|
||
|
}
|
||
|
assertex( found_breach, "Didnt find breach for " + ent.targetname + " at " + ent.origin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
get_breach_indices_from_ents( interiorBreaches )
|
||
|
{
|
||
|
breach_indices = [];
|
||
|
foreach ( breach in interiorBreaches )
|
||
|
{
|
||
|
breach_indices[ breach_indices.size ] = breach.script_slowmo_breach;
|
||
|
}
|
||
|
return breach_indices;
|
||
|
}
|
||
|
|
||
|
slowmo_breach_damage_trigger_think( index )
|
||
|
{
|
||
|
AssertEx( self.classname == "trigger_radius", "Breach damage trigger at " + self.origin + " needs to be a trigger_radius in order to work with slomo_breach script." );
|
||
|
level waittill( "breaching_number_" + index );
|
||
|
wait( 3 );
|
||
|
ai = GetAIArray();
|
||
|
ai = array_merge( ai, level.players );
|
||
|
foreach ( guy in ai )
|
||
|
{
|
||
|
if ( guy IsTouching( self ) )
|
||
|
return;
|
||
|
}
|
||
|
RadiusDamage( self.origin, self.radius, 500, 500 );
|
||
|
self Delete();
|
||
|
}
|
||
|
|
||
|
|
||
|
icon_trigger_setup()
|
||
|
{
|
||
|
// set the flag and then run the trigger_looking logic on it
|
||
|
self.script_flag = "breach_door_icon_" + self.script_slowmo_breach;
|
||
|
level thread maps\_load::trigger_looking( self );
|
||
|
}
|
||
|
|
||
|
breach_icon_think( trigger, index, room_volume )
|
||
|
{
|
||
|
//self ==> the script_origin in the door targeted by the lookat trigger
|
||
|
self thread breach_debug_display_animnames( room_volume );
|
||
|
icon = NewHudElem();
|
||
|
icon SetShader( "breach_icon", 1, 1 );
|
||
|
icon.alpha = 0;
|
||
|
icon.color = ( 1, 1, 1 );
|
||
|
icon.x = self.origin[ 0 ];
|
||
|
icon.y = self.origin[ 1 ];
|
||
|
icon.z = self.origin[ 2 ];
|
||
|
icon SetWayPoint( true, true );
|
||
|
|
||
|
|
||
|
// spawn a hidden charge model so it gets streamed in early
|
||
|
model = Spawn( "script_model", self.origin );
|
||
|
model SetModel( "mil_frame_charge" );
|
||
|
model HidePart( "j_frame_charge" );
|
||
|
|
||
|
wait( 0.05 );
|
||
|
sFlag = "breach_door_icon_" + index;
|
||
|
flag_wait( sFlag );
|
||
|
while ( !room_volume.breached )
|
||
|
{
|
||
|
/*
|
||
|
// using objective marker for breaches now
|
||
|
wait( 0.05 );
|
||
|
icon FadeOverTime( 0.2 );
|
||
|
while ( flag( sFlag ) )
|
||
|
{
|
||
|
icon.alpha = 0.3;
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
icon FadeOverTime( 0.2 );
|
||
|
icon.alpha = 0;
|
||
|
*/
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
icon Destroy();
|
||
|
model Delete();
|
||
|
}
|
||
|
|
||
|
breach_spawner_setup( breaches, type )
|
||
|
{
|
||
|
index = self.script_slowmo_breach;
|
||
|
AssertEx( IsDefined( index ), "Breach spawner at " + self.origin + " had no script_slowmo_breach" );
|
||
|
group = 0;
|
||
|
if ( IsDefined( self.script_slowmo_breach_spawners ) )
|
||
|
{
|
||
|
if ( ( type == "enemy" ) || ( type == "hostage" ) ) // randomized decisions of which .script_slowmo_breach_spawners group only is supported for anemies / hostages in the door breached by the player...not by frienlies or other atrrangements
|
||
|
group = self.script_slowmo_breach_spawners;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( breaches[ index ].spawners[ type ][ group ] ) )
|
||
|
breaches[ index ].spawners[ type ][ group ] = [];
|
||
|
|
||
|
array = breaches[ index ].spawners[ type ][ group ];
|
||
|
array[ array.size ] = self;
|
||
|
breaches[ index ].spawners[ type ][ group ] = array;
|
||
|
|
||
|
if ( breaches.size )
|
||
|
return breaches;
|
||
|
else
|
||
|
return undefined;
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
slowmo_breach_think( breach_array, breach_index )
|
||
|
{
|
||
|
// The left door post is the root of the animated elements (that aren't fx related).
|
||
|
left_door_post = breach_array.left_post;
|
||
|
right_door_post = breach_array.right_post;
|
||
|
breach_enemy_spawners = breach_array.spawners[ "enemy" ];
|
||
|
breach_hostage_spawners = breach_array.spawners[ "hostage" ];
|
||
|
trigger = breach_array.trigger;
|
||
|
solids = breach_array.path_solids;
|
||
|
door_volume = breach_array.door_volume;
|
||
|
room_volume = breach_array.room_volume;
|
||
|
|
||
|
breach_friendlyenemy_spawners = [];
|
||
|
breach_friendlyhostage_spawners = [];
|
||
|
breach_coopenemy_spawners = [];
|
||
|
breach_coophostage_spawners = [];
|
||
|
|
||
|
|
||
|
// I guess this was put in here to mitigate the error of LDs placing "script_slowmo_breach_spawners" numbers by mistake on groups of AI for friendlies (?) JK
|
||
|
if ( IsDefined( breach_array.spawners[ "friendlyenemy" ][ 0 ] ) )
|
||
|
{
|
||
|
breach_friendlyenemy_spawners = breach_array.spawners[ "friendlyenemy" ][ 0 ];
|
||
|
breach_array.spawners[ "friendlyenemy" ] = breach_friendlyenemy_spawners;
|
||
|
}
|
||
|
if ( IsDefined( breach_array.spawners[ "friendlyhostage" ][ 0 ] ) )
|
||
|
{
|
||
|
breach_friendlyhostage_spawners = breach_array.spawners[ "friendlyhostage" ][ 0 ];
|
||
|
breach_array.spawners[ "friendlyhostage" ] = breach_friendlyhostage_spawners;
|
||
|
}
|
||
|
if ( IsDefined( breach_array.spawners[ "coopenemy" ][ 0 ] ) )
|
||
|
{
|
||
|
breach_coopenemy_spawners = breach_array.spawners[ "coopenemy" ][ 0 ];
|
||
|
breach_array.spawners[ "coopenemy" ] = breach_coopenemy_spawners;
|
||
|
}
|
||
|
if ( IsDefined( breach_array.spawners[ "coophostage" ][ 0 ] ) )
|
||
|
{
|
||
|
breach_coophostage_spawners = breach_array.spawners[ "coophostage" ][ 0 ];
|
||
|
breach_array.spawners[ "coophostage" ] = breach_coophostage_spawners;
|
||
|
}
|
||
|
|
||
|
// translate the posts into the proper positions for the animations
|
||
|
ent = SpawnStruct();
|
||
|
ent.entity = left_door_post;
|
||
|
ent.forward = 5;
|
||
|
ent.right = 6;
|
||
|
ent.yaw = -90;
|
||
|
ent translate_local();
|
||
|
|
||
|
ent = SpawnStruct();
|
||
|
ent.entity = right_door_post;
|
||
|
ent.right = -2;
|
||
|
ent.yaw = 90;
|
||
|
ent translate_local();
|
||
|
|
||
|
|
||
|
// hostages = GetEntArray( "hostage_delete", "script_noteworthy" );
|
||
|
// array_thread( hostages, maps\_utility::self_delete );
|
||
|
|
||
|
// remove all but one random subset of the spawners
|
||
|
keys = [];
|
||
|
foreach ( index, spawner in breach_enemy_spawners )
|
||
|
{
|
||
|
keys[ index ] = index;
|
||
|
}
|
||
|
foreach ( index, spawner in breach_hostage_spawners )
|
||
|
{
|
||
|
keys[ index ] = index;
|
||
|
}
|
||
|
|
||
|
//AssertEx( keys.size, "Slowmo breach set up with no spawners!" );
|
||
|
if ( keys.size )
|
||
|
{
|
||
|
random_key = random( keys );
|
||
|
if ( IsDefined( breach_enemy_spawners[ random_key ] ) )
|
||
|
breach_enemy_spawners = breach_enemy_spawners[ random_key ];
|
||
|
else
|
||
|
breach_enemy_spawners = [];
|
||
|
|
||
|
if ( IsDefined( breach_hostage_spawners[ random_key ] ) )
|
||
|
breach_hostage_spawners = breach_hostage_spawners[ random_key ];
|
||
|
else
|
||
|
breach_hostage_spawners = [];
|
||
|
}
|
||
|
|
||
|
|
||
|
breach_array.spawners[ "enemy" ] = breach_enemy_spawners;
|
||
|
breach_array.spawners[ "hostage" ] = breach_hostage_spawners;
|
||
|
|
||
|
//spawner callback functions for enemies and hostages
|
||
|
array_thread( breach_enemy_spawners, ::add_spawn_function, ::breach_enemy_spawner_think );
|
||
|
array_thread( breach_hostage_spawners, ::add_spawn_function, ::breach_hostage_spawner_think );
|
||
|
array_thread( breach_friendlyenemy_spawners, ::add_spawn_function, ::breach_enemy_spawner_think );
|
||
|
array_thread( breach_friendlyhostage_spawners, ::add_spawn_function, ::breach_hostage_spawner_think );
|
||
|
array_thread( breach_coopenemy_spawners, ::add_spawn_function, ::breach_enemy_spawner_think );
|
||
|
array_thread( breach_coophostage_spawners, ::add_spawn_function, ::breach_hostage_spawner_think );
|
||
|
|
||
|
// Hold &&1 to breach.
|
||
|
trigger SetHintString( &"SCRIPT_PLATFORM_BREACH_ACTIVATE" );
|
||
|
if ( !isdefined( level.breach_use_triggers ) )
|
||
|
level.breach_use_triggers = [];
|
||
|
level.breach_use_triggers = array_add( level.breach_use_triggers, trigger );
|
||
|
|
||
|
// pick door type
|
||
|
doorAnimModel = undefined;
|
||
|
switch( breach_array.doorType )
|
||
|
{
|
||
|
case "metal":
|
||
|
doorAnimModel = "breach_door_model_metal";
|
||
|
break;
|
||
|
case "estate_wood":
|
||
|
doorAnimModel = "breach_door_model_estate";
|
||
|
break;
|
||
|
case "estate_wood_backwards":
|
||
|
doorAnimModel = "breach_door_model_estate";
|
||
|
break;
|
||
|
case "caves_wood":
|
||
|
doorAnimModel = "breach_door_model_caves";
|
||
|
break;
|
||
|
case "wood":
|
||
|
case "none":
|
||
|
doorAnimModel = "breach_door_model";
|
||
|
break;
|
||
|
default:
|
||
|
AssertEx( "Illegal slowmo breach doortype " + breach_array.doorType );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
door = spawn_anim_model( doorAnimModel );
|
||
|
Assert( IsDefined( door ) );
|
||
|
if ( breach_array.doorType == "none" || breach_array.doorType == "estate_wood_backwards" )
|
||
|
door Hide();
|
||
|
|
||
|
level.breach_doors = [];
|
||
|
level.breach_doors[ breach_index ] = door;
|
||
|
|
||
|
charge = spawn_anim_model( "breach_door_charge" );
|
||
|
Assert( IsDefined( charge ) );
|
||
|
charge hide_notsolid();
|
||
|
|
||
|
left_door_post.scene_models = [];
|
||
|
|
||
|
left_door_post add_scene_model( "active_breacher_rig" );
|
||
|
active_breacher_rig = left_door_post.scene_models[ "active_breacher_rig" ];
|
||
|
Assert( IsDefined( active_breacher_rig ) );
|
||
|
AssertEx( IsSubStr( active_breacher_rig.model, "viewhands_player" ), "View hands must be player world hands, not some random model." );
|
||
|
active_breacher_rig Hide();
|
||
|
|
||
|
passive_breacher_rig = undefined;
|
||
|
if ( is_coop() )
|
||
|
{
|
||
|
left_door_post add_coop_scene_models();
|
||
|
passive_breacher_rig = left_door_post.scene_models[ "passive_breacher_rig" ];// only exists in coop
|
||
|
Assert( IsDefined( passive_breacher_rig ) );
|
||
|
AssertEx( IsSubStr( passive_breacher_rig.model, "viewhands_player" ), "View hands must be player world hands, not some random model." );
|
||
|
passive_breacher_rig Hide();
|
||
|
}
|
||
|
|
||
|
left_door_post.door = door;
|
||
|
left_door_post.charge = charge;
|
||
|
left_door_post.post = right_door_post;
|
||
|
left_door_post.breach_index = breach_index;
|
||
|
|
||
|
left_door_post anim_first_frame_solo( door, "breach" );
|
||
|
left_door_post anim_first_frame_solo( charge, "breach" );
|
||
|
left_door_post anim_first_frame_solo( active_breacher_rig, "breach_player_anim" );
|
||
|
if ( is_coop() )
|
||
|
left_door_post anim_first_frame_solo( passive_breacher_rig, "breach_player_anim" );
|
||
|
|
||
|
left_door_post wait_for_breach_or_deletion( breach_array );
|
||
|
|
||
|
foreach ( model in left_door_post.scene_models )
|
||
|
model Delete();
|
||
|
|
||
|
if ( IsDefined( trigger ) )
|
||
|
trigger Delete();
|
||
|
if ( IsDefined( door ) )
|
||
|
door Delete();
|
||
|
if ( IsDefined( charge ) )
|
||
|
charge Delete();
|
||
|
if ( IsDefined( left_door_post ) )
|
||
|
left_door_post Delete();
|
||
|
if ( IsDefined( right_door_post ) )
|
||
|
right_door_post Delete();
|
||
|
}
|
||
|
|
||
|
breach_should_be_skipped( script_slowmo_breach )
|
||
|
{
|
||
|
if ( !isdefined( level.skip_breach ) )
|
||
|
return false;
|
||
|
|
||
|
if ( !isdefined( level.skip_breach[ script_slowmo_breach ] ) )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
coop_player_touching_valid_door_volume( door_volume, other_player )
|
||
|
{
|
||
|
door_volumes = [];
|
||
|
door_volumes[ 0 ] = door_volume;
|
||
|
|
||
|
if ( IsDefined( door_volume.script_breachgroup ) )
|
||
|
{
|
||
|
door_volumes = get_door_volumes_from_breachgroup( door_volume.script_breachgroup );
|
||
|
}
|
||
|
|
||
|
foreach ( volume in door_volumes )
|
||
|
{
|
||
|
if ( other_player IsTouching( volume ) )
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
get_door_volumes_from_breachgroup( breachgroup )
|
||
|
{
|
||
|
aArray = [];
|
||
|
aDoorVolumes = GetEntArray( "breach_door_volume", "targetname" );
|
||
|
foreach ( volume in aDoorVolumes )
|
||
|
{
|
||
|
if ( ( IsDefined( volume.script_breachgroup ) ) && ( volume.script_breachgroup == breachgroup ) )
|
||
|
{
|
||
|
aArray[ aArray.size ] = volume;
|
||
|
}
|
||
|
}
|
||
|
return aArray;
|
||
|
}
|
||
|
|
||
|
breach_participants_ready_to_proceed( player, breach_friendlies, door_volume )
|
||
|
{
|
||
|
// Check for player proximity in co-op, no AI should be involved.
|
||
|
if ( is_coop() )
|
||
|
{
|
||
|
/* This might need to be revisited. Currently the script doesn't support players at two
|
||
|
breach points, thus being two active breachers. If we need it, we'll revisit the code
|
||
|
but until then simply requiring everyone to be in the same breach volume in co-op.
|
||
|
if ( !isdefined( breach_near_player( get_other_player( player ) ) ) )
|
||
|
return false; */
|
||
|
|
||
|
other_player = get_other_player( player );
|
||
|
if ( IsDefined( other_player.coop_downed ) && ( other_player.coop_downed ) )
|
||
|
return false;
|
||
|
if ( coop_player_touching_valid_door_volume( door_volume, other_player ) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Do we need to care about AI friendlies at all?
|
||
|
if ( breach_friendlies.size == 0 )
|
||
|
return true;
|
||
|
if ( !room_has_multiple_doors( door_volume ) )
|
||
|
return true;
|
||
|
|
||
|
// Check if friendlies are ready to breach...
|
||
|
if ( !breach_friendlies_ready_at_other_door( door_volume, true ) )
|
||
|
{
|
||
|
if ( GetDvar( "breach_requires_friendlies_in_position" ) == "1" )
|
||
|
{
|
||
|
if ( !breachfriendlies_can_teleport( breach_friendlies, door_volume ) )
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
wait_for_breach_or_deletion( ent )
|
||
|
{
|
||
|
trigger = ent.trigger;
|
||
|
|
||
|
if ( !isdefined( trigger ) )
|
||
|
{
|
||
|
return;// the breach was deleted
|
||
|
}
|
||
|
|
||
|
door_volume = ent.door_volume;
|
||
|
|
||
|
trigger endon( "death" );
|
||
|
for ( ;; )
|
||
|
{
|
||
|
trigger waittill( "trigger", other, passive );
|
||
|
|
||
|
if ( gettime() == level.breach_passive_time )
|
||
|
passive = level.breach_passive_player;
|
||
|
|
||
|
is_passive = isdefined( passive );
|
||
|
|
||
|
if ( !ent.enabled )
|
||
|
return;
|
||
|
|
||
|
if ( isalive( other ) && !is_passive )
|
||
|
{
|
||
|
if ( breach_failed_to_start() )
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
/*----------------------------------------------
|
||
|
MAKE SURE THERE ARE NO ENEMIES, IF WE CARE
|
||
|
------------------------------------------------*/
|
||
|
if ( ( IsDefined( ent.safe_volume ) ) && ( !is_specialop() ) )
|
||
|
{
|
||
|
if ( IsPlayer( other ) && IsAlive( other ) )
|
||
|
{
|
||
|
enemies = ent.safe_volume get_ai_touching_volume( "axis" );
|
||
|
if ( enemies.size )
|
||
|
{
|
||
|
thread breach_too_many_enemies_hint();
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*----------------------------------------------
|
||
|
TRIGGER THE PLAYER BREACH, FRIENDLY BREACH, OR JUST OPEN THE DOOR
|
||
|
------------------------------------------------*/
|
||
|
breach_friendlies = get_available_breachfriendlies( door_volume );
|
||
|
|
||
|
if ( IsPlayer( other ) && IsAlive( other ) )
|
||
|
{
|
||
|
if ( breach_should_be_skipped( trigger.script_slowmo_breach ) )
|
||
|
break;
|
||
|
|
||
|
if ( breach_participants_ready_to_proceed( other, breach_friendlies, door_volume ) )
|
||
|
{
|
||
|
if ( player_breach( ent, other ) )
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thread breach_friendly_hint();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
if ( breach_friendlies.size )
|
||
|
{
|
||
|
friendlies_breach( ent, breach_friendlies );
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
breachless_door_opens( ent );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
breachfriendlies_can_teleport( breachFriendlies, door_volume )
|
||
|
{
|
||
|
numGuysReady = 0;
|
||
|
|
||
|
player_volume = get_player_volume( door_volume );
|
||
|
|
||
|
foreach ( guy in breachFriendlies )
|
||
|
{
|
||
|
if ( IsDefined( player_volume ) )
|
||
|
{
|
||
|
if ( guy goalpos_within_volume( player_volume ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !guy friendly_can_teleport() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
numGuysReady++;
|
||
|
}
|
||
|
|
||
|
if ( numGuysReady >= 2 )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
friendly_can_teleport()
|
||
|
{
|
||
|
if ( player_can_see_ai( self ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( Distance( level.player.origin, self.origin ) < 96 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
breach_friendly_hint()
|
||
|
{
|
||
|
if ( is_coop() )
|
||
|
{
|
||
|
// Both players must be near a door to breach
|
||
|
thread breach_hint_create( &"SCRIPT_BREACH_NEED_PLAYER" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Waiting for friendlies to get in position...
|
||
|
thread breach_hint_create( &"SCRIPT_BREACH_NEED_FRIENDLY" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
breach_too_many_enemies_hint()
|
||
|
{
|
||
|
// Cannot breach. Clear the area of all enemies
|
||
|
thread breach_hint_create( &"SCRIPT_BREACH_TOO_MANY_ENEMIES" );
|
||
|
}
|
||
|
|
||
|
breach_reloading_hint()
|
||
|
{
|
||
|
// Cannot breach while reloading
|
||
|
thread breach_hint_create( &"SCRIPT_BREACH_RELOADING" );
|
||
|
}
|
||
|
|
||
|
breach_bad_weapon_hint()
|
||
|
{
|
||
|
// Cannot breach with this weapon
|
||
|
thread breach_hint_create( &"SCRIPT_BREACH_ILLEGAL_WEAPON" );
|
||
|
}
|
||
|
|
||
|
breach_not_ready_hint()
|
||
|
{
|
||
|
if ( is_coop() )
|
||
|
{
|
||
|
// Both players are not ready to breach
|
||
|
thread breach_hint_create( &"SCRIPT_BREACH_PARTNER_NOT_READY" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// You are not ready to breach
|
||
|
thread breach_hint_create( &"SCRIPT_BREACH_YOU_NOT_READY" );
|
||
|
}
|
||
|
|
||
|
breach_hint_create( message )
|
||
|
{
|
||
|
level notify( "breach_hint_cleanup" );
|
||
|
level endon( "breach_hint_cleanup" );
|
||
|
|
||
|
hint_offset = 20;
|
||
|
if ( issplitscreen() )
|
||
|
hint_offset = -23;
|
||
|
|
||
|
thread hint( message, 3, hint_offset );
|
||
|
thread breach_hint_cleanup();
|
||
|
}
|
||
|
|
||
|
breach_hint_cleanup()
|
||
|
{
|
||
|
level notify( "breach_hint_cleanup" );
|
||
|
level endon( "breach_hint_cleanup" );
|
||
|
|
||
|
foreach ( trigger in level.breach_use_triggers )
|
||
|
{
|
||
|
if ( isdefined( trigger ) )
|
||
|
trigger SetHintString( "" );
|
||
|
}
|
||
|
|
||
|
level waittill_notify_or_timeout( "breaching", 3 );
|
||
|
hint_fade();
|
||
|
|
||
|
foreach ( trigger in level.breach_use_triggers )
|
||
|
{
|
||
|
if ( isdefined( trigger ) )
|
||
|
trigger SetHintString( &"SCRIPT_PLATFORM_BREACH_ACTIVATE" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
room_has_multiple_doors( door_volume )
|
||
|
{
|
||
|
if ( IsDefined( door_volume.script_breachgroup ) )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
breach_friendlies_take_grenades()
|
||
|
{
|
||
|
if ( !isdefined( level.breachfriendlies ) )
|
||
|
return;
|
||
|
|
||
|
// This ensures that the friendlies were actually a part of *this* breach action later.
|
||
|
level.breachfriendlies_grenades_empty = true;
|
||
|
|
||
|
foreach ( guy in level.breachfriendlies )
|
||
|
{
|
||
|
guy.grenadeammo_prebreach = guy.grenadeammo;
|
||
|
guy.grenadeammo = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
breach_friendlies_restore_grenades()
|
||
|
{
|
||
|
if ( !isdefined( level.breachfriendlies ) )
|
||
|
return;
|
||
|
|
||
|
if ( !isdefined( level.breachfriendlies_grenades_empty ) )
|
||
|
return;
|
||
|
|
||
|
foreach ( guy in level.breachfriendlies )
|
||
|
{
|
||
|
guy.grenadeammo = guy.grenadeammo_prebreach;
|
||
|
guy.grenadeammo_prebreach = undefined;
|
||
|
}
|
||
|
|
||
|
level.breachfriendlies_grenades_empty = undefined;
|
||
|
}
|
||
|
|
||
|
breach_friendlies_ready_at_other_door( door_volume, teleportOk )
|
||
|
{
|
||
|
script_breachgroup = door_volume.script_breachgroup;
|
||
|
AssertEx( IsDefined( script_breachgroup ), "Breach door volume at " + door_volume.origin + " has no script_breachgroup assigned even though it is a multiple entry room" );
|
||
|
|
||
|
aDoorVolumes = get_door_volumes_from_breachgroup( door_volume.script_breachgroup );
|
||
|
|
||
|
AssertEx( aDoorVolumes.size > 1, "There should be at least 2 volumes with a script_breachgroup value of " + script_breachgroup + " but there is only " + aDoorVolumes.size );
|
||
|
aDoorVolumes = array_remove( aDoorVolumes, door_volume );
|
||
|
AssertEx( aDoorVolumes.size == 1, "Slomo breach only currently supports 2 doors maximum. Script_breachgroup number " + script_breachgroup + " has " + aDoorVolumes.size + 1 );
|
||
|
|
||
|
volume_to_check = aDoorVolumes[ 0 ];
|
||
|
|
||
|
foreach ( guy in level.breachfriendlies )
|
||
|
{
|
||
|
// if teleporting this guy, as long as he's on the way to the volume, we don't care
|
||
|
// if he's not touching his volume if we can't see him
|
||
|
if ( IsDefined( teleportOk ) && teleportOk )
|
||
|
{
|
||
|
if ( guy goalpos_within_volume( volume_to_check ) )
|
||
|
{
|
||
|
if ( guy friendly_can_teleport() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( guy IsTouching( volume_to_check ) )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
add_coop_scene_models()
|
||
|
{
|
||
|
add_scene_model( "passive_breacher_rig" );
|
||
|
add_scene_model( "active_breacher_3rd_person" );
|
||
|
add_scene_model( "passive_breacher_3rd_person" );
|
||
|
}
|
||
|
|
||
|
add_scene_model( animname )
|
||
|
{
|
||
|
self.scene_models[ animname ] = spawn_anim_model( animname );
|
||
|
self.scene_models[ animname ] Hide();
|
||
|
}
|
||
|
|
||
|
set_room_to_breached( trigger, room_volume )
|
||
|
{
|
||
|
room_volume.breached = true;
|
||
|
|
||
|
breach_notify = get_breach_notify( trigger.script_breachgroup );
|
||
|
if ( IsDefined( trigger.script_breachgroup ) )
|
||
|
level notify( breach_notify );
|
||
|
|
||
|
room_volume notify( "breached" );
|
||
|
trigger trigger_off();
|
||
|
}
|
||
|
|
||
|
breachless_door_opens( breach_array )
|
||
|
{
|
||
|
trigger = breach_array.trigger;
|
||
|
room_volume = breach_array.room_volume;
|
||
|
solids = breach_array.path_solids;
|
||
|
door = self.door;
|
||
|
charge = self.charge;
|
||
|
|
||
|
set_room_to_breached( trigger, room_volume );
|
||
|
|
||
|
// DOOR OPEN: Player used trigger of door in same breachgroup, and there are NO level.breachfriendlies defined
|
||
|
// (door will just open while player isn't looking)
|
||
|
|
||
|
array_call( solids, ::ConnectPaths );
|
||
|
array_thread( solids, ::self_delete );
|
||
|
ent = SpawnStruct();
|
||
|
ent.entity = door;
|
||
|
ent.forward = 4;
|
||
|
ent.right = 10;
|
||
|
ent.yaw = -170;
|
||
|
ent translate_local();
|
||
|
charge Delete();
|
||
|
|
||
|
if ( !is_coop() )
|
||
|
return;
|
||
|
|
||
|
//If CO-OP, wait for the room to be breached so we can spawn AI
|
||
|
while ( !room_volume.breached )
|
||
|
wait( 0.05 );
|
||
|
|
||
|
//spawn specific coop AI or the AI that would have spawned if the player had breached that door
|
||
|
breach_enemy_spawners = undefined;
|
||
|
breach_hostage_spawners = undefined;
|
||
|
|
||
|
if ( breach_array.spawners[ "coopenemy" ].size )
|
||
|
{
|
||
|
breach_enemy_spawners = breach_array.spawners[ "coopenemy" ];
|
||
|
breach_hostage_spawners = breach_array.spawners[ "coophostage" ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
breach_enemy_spawners = breach_array.spawners[ "enemy" ];
|
||
|
breach_hostage_spawners = breach_array.spawners[ "hostage" ];
|
||
|
}
|
||
|
|
||
|
if ( breach_enemy_spawners.size )
|
||
|
array_call( breach_enemy_spawners, ::StalingradSpawn );
|
||
|
|
||
|
if ( breach_hostage_spawners.size )
|
||
|
array_call( breach_hostage_spawners, ::StalingradSpawn );
|
||
|
}
|
||
|
|
||
|
friendlies_breach( breach_array, aBreachFriendlies )
|
||
|
{
|
||
|
trigger = breach_array.trigger;
|
||
|
door_volume = breach_array.door_volume;
|
||
|
room_volume = breach_array.room_volume;
|
||
|
breach_enemy_spawners = breach_array.spawners[ "enemy" ];
|
||
|
breach_hostage_spawners = breach_array.spawners[ "hostage" ];
|
||
|
breach_friendlyenemy_spawners = breach_array.spawners[ "friendlyenemy" ];
|
||
|
breach_friendlyhostage_spawners = breach_array.spawners[ "friendlyhostage" ];
|
||
|
solids = breach_array.path_solids;
|
||
|
charge = self.charge;
|
||
|
player_rig = self.scene_models[ "active_breacher_rig" ];
|
||
|
|
||
|
set_room_to_breached( trigger, room_volume );
|
||
|
// FRIENDLY BREACH: Player used trigger of door in same breachgroup, and there are level.breachfriendlies defined and available
|
||
|
anim_ent = breach_array.friendly_anim_ent;
|
||
|
|
||
|
player_volume = get_player_volume( door_volume );
|
||
|
|
||
|
breachRequiresFriendlies = ( GetDvar( "breach_requires_friendlies_in_position" ) == "1" );
|
||
|
if ( !breachRequiresFriendlies )
|
||
|
{
|
||
|
// override teleport if they're already there and we can rely on normal breaching logic
|
||
|
if ( IsDefined( player_volume ) && breach_friendlies_ready_at_other_door( player_volume ) )
|
||
|
{
|
||
|
// now that we are switching from teleport logic to regular logic, pare down the breachfriendlies array:
|
||
|
// make sure that we restrict breaching only to guys who are in the door volume
|
||
|
foreach ( guy in aBreachFriendlies )
|
||
|
{
|
||
|
if ( !guy IsTouching( door_volume ) )
|
||
|
{
|
||
|
aBreachFriendlies = array_remove( aBreachFriendlies, guy );
|
||
|
}
|
||
|
}
|
||
|
AssertEx( aBreachFriendlies.size, "Couldn't find any breach friendlies!" );
|
||
|
|
||
|
breachRequiresFriendlies = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( breachRequiresFriendlies )
|
||
|
{
|
||
|
breaching_friendly1 = getClosest( anim_ent.origin, aBreachFriendlies );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
breaching_friendly1 = get_teleport_optimized_breachfriendly( anim_ent.origin, door_volume, aBreachFriendlies, player_volume );
|
||
|
}
|
||
|
|
||
|
AssertEx( IsDefined( breaching_friendly1 ), "Can't get an AI to breach from position 1 (breaching_friendly1)." );
|
||
|
|
||
|
aBreachFriendlies = array_remove( aBreachFriendlies, breaching_friendly1 );
|
||
|
|
||
|
// spawn the guys in the room
|
||
|
if ( breach_friendlyenemy_spawners.size )
|
||
|
{
|
||
|
level.breachenemies = array_spawn( breach_friendlyenemy_spawners, true );
|
||
|
}
|
||
|
|
||
|
if ( breach_friendlyhostage_spawners.size )
|
||
|
array_call( breach_friendlyhostage_spawners, ::StalingradSpawn );
|
||
|
|
||
|
array_call( solids, ::ConnectPaths );
|
||
|
array_thread( solids, ::self_delete );
|
||
|
|
||
|
breaching_friendly1 thread friendly_breach( 1, anim_ent, room_volume );
|
||
|
|
||
|
if ( aBreachFriendlies.size )
|
||
|
{
|
||
|
if ( breachRequiresFriendlies )
|
||
|
{
|
||
|
// if they're required to be at the breach volume already, the next closest guy is our second breacher
|
||
|
breaching_friendly2 = getClosest( anim_ent.origin, aBreachFriendlies );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if teleporting, be more selective
|
||
|
breaching_friendly2 = get_teleport_optimized_breachfriendly( anim_ent.origin, door_volume, aBreachFriendlies, player_volume );
|
||
|
}
|
||
|
|
||
|
// we don't HAVE to have a second breaching friendly
|
||
|
if ( IsDefined( breaching_friendly2 ) )
|
||
|
{
|
||
|
breaching_friendly2 thread friendly_breach( 2, anim_ent, room_volume );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PrintLn( "Second friendly breaching position couldn't be filled because all possible breach friendlies to teleport are visible to the player." );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait( 1 );
|
||
|
|
||
|
breach_friendlies_take_grenades();
|
||
|
self anim_single_solo( player_rig, "breach_player_anim" );
|
||
|
}
|
||
|
|
||
|
get_player_volume( door_volume )
|
||
|
{
|
||
|
player_volume = undefined;
|
||
|
|
||
|
groupedDoorVolumes = get_grouped_doorvolumes( door_volume );
|
||
|
foreach ( volume in groupedDoorVolumes )
|
||
|
{
|
||
|
if ( level.player IsTouching( volume ) )
|
||
|
{
|
||
|
player_volume = volume;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return player_volume;
|
||
|
}
|
||
|
|
||
|
// finds a friendly who's the most optimal candidate for teleporting to the spot
|
||
|
get_teleport_optimized_breachfriendly( breachOrigin, door_volume, breachFriendlies, player_volume )
|
||
|
{
|
||
|
// eliminate everyone the player can see and who's in the player breach volume
|
||
|
sortedGuys = [];
|
||
|
foreach ( guy in breachFriendlies )
|
||
|
{
|
||
|
if ( IsDefined( player_volume ) )
|
||
|
{
|
||
|
if ( guy goalpos_within_volume( player_volume ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !guy friendly_can_teleport() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
sortedGuys[ sortedGuys.size ] = guy;
|
||
|
}
|
||
|
|
||
|
if ( !sortedGuys.size )
|
||
|
{
|
||
|
//println( "All possible breach friendlies to teleport are visible to the player." );
|
||
|
return undefined;
|
||
|
//sortedGuys = breachFriendlies;
|
||
|
}
|
||
|
|
||
|
// before we consider goal positions, the closest guy is the best
|
||
|
sortedGuys = get_array_of_closest( breachOrigin, sortedGuys );
|
||
|
bestMatch = sortedGuys[ 0 ];
|
||
|
|
||
|
// if anyone has their goalpos set to within the doorvolume, that's the best guy
|
||
|
foreach ( guy in sortedGuys )
|
||
|
{
|
||
|
// see if his goalpos is inside the door volume
|
||
|
if ( guy goalpos_within_volume( door_volume ) )
|
||
|
{
|
||
|
bestMatch = guy;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bestMatch;
|
||
|
}
|
||
|
|
||
|
goalpos_within_volume( volume )
|
||
|
{
|
||
|
if ( IsDefined( self.goalpos ) )
|
||
|
{
|
||
|
// offset the goalpos vertically a bit to compensate for volume not touching ground
|
||
|
if ( origin_within_volume( self.goalpos + ( 0, 0, 40 ), volume ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
origin_within_volume( origin, volume )
|
||
|
{
|
||
|
testOrg = Spawn( "script_origin", origin );
|
||
|
returnVal = false;
|
||
|
|
||
|
if ( testOrg IsTouching( volume ) )
|
||
|
{
|
||
|
returnVal = true;;
|
||
|
}
|
||
|
|
||
|
testOrg Delete();
|
||
|
return returnVal;
|
||
|
}
|
||
|
|
||
|
get_grouped_doorvolumes( doorVolume )
|
||
|
{
|
||
|
grouped_volumes = [];
|
||
|
grouped_volumes[ 0 ] = doorVolume;
|
||
|
|
||
|
if ( IsDefined( doorVolume.script_breachgroup ) )
|
||
|
{
|
||
|
foreach ( breach in level.breach_groups )
|
||
|
{
|
||
|
if ( !IsDefined( breach.door_volume ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( breach.door_volume == doorVolume )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !IsDefined( breach.door_volume.script_breachgroup ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( IsDefined( breach.door_volume.script_breachgroup ) && breach.door_volume.script_breachgroup == doorVolume.script_breachgroup )
|
||
|
{
|
||
|
grouped_volumes[ grouped_volumes.size ] = breach.door_volume;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return grouped_volumes;
|
||
|
}
|
||
|
|
||
|
sort_breachers( ent, breach_players )
|
||
|
{
|
||
|
// if active player is to the right of the door switch active and passive.
|
||
|
active = breach_players[ "active" ];
|
||
|
|
||
|
vec1 = anglestoright( self.angles );
|
||
|
vec2 = vectornormalize( active.origin - ent.trigger.origin );
|
||
|
dot = VectorDot( vec1, vec2 );
|
||
|
if ( dot < 0 )
|
||
|
{
|
||
|
breach_players[ "active" ] = breach_players[ "passive" ];
|
||
|
breach_players[ "passive" ] = active;
|
||
|
}
|
||
|
return breach_players;
|
||
|
}
|
||
|
|
||
|
player_breach( ent, player )
|
||
|
{
|
||
|
AssertEx( IsDefined( player ), "player_breach() was called but player is undefined" );
|
||
|
AssertEx( IsDefined( ent ), "player_breach() was called but ent is undefined" );
|
||
|
|
||
|
breach_players = [];
|
||
|
breach_players[ "active" ] = player;
|
||
|
active_breacher_rig = self.scene_models[ "active_breacher_rig" ];
|
||
|
also_passive_breaching = false;
|
||
|
passive_breacher_rig = undefined;
|
||
|
if ( is_coop() )
|
||
|
{
|
||
|
breach_players[ "passive" ] = get_other_player( breach_players[ "active" ] );
|
||
|
passive_breacher_rig = self.scene_models[ "passive_breacher_rig" ];
|
||
|
|
||
|
breach_array = breach_near_player( breach_players[ "passive" ] );
|
||
|
AssertEx( IsDefined( breach_array ), "player_breach() was called in co-op but all players were not in position for breaching" );
|
||
|
if ( breach_array == ent )
|
||
|
{
|
||
|
// Someone is breaching passively at this breach
|
||
|
also_passive_breaching = true;
|
||
|
breach_array.room_volume.has_passive_breacher = true;
|
||
|
|
||
|
// Find out who...
|
||
|
breach_players = self sort_breachers( ent, breach_players );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// other player breaches over there
|
||
|
level.breach_passive_player = breach_players[ "passive" ];
|
||
|
level.breach_passive_time = gettime();
|
||
|
breach_array.trigger notify( "trigger", breach_players[ "passive" ], "passive" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
breach_players[ "active" ] EnableBreaching();
|
||
|
if ( also_passive_breaching )
|
||
|
breach_players[ "passive" ] DisableWeapons();
|
||
|
|
||
|
foreach ( player in breach_players )
|
||
|
{
|
||
|
if ( !isdefined( level.slowmo_breach_disable_stancemod ) )
|
||
|
{
|
||
|
player EnableInvulnerability();
|
||
|
player DisableWeaponSwitch();
|
||
|
player DisableOffhandWeapons();
|
||
|
player AllowCrouch( false );
|
||
|
player AllowProne( false );
|
||
|
player AllowSprint( false );
|
||
|
player AllowJump( false );
|
||
|
}
|
||
|
player _disableUsability();
|
||
|
|
||
|
//don't get a .prebreachCurrentWeapon twice by mistake during multiple entry point breaches
|
||
|
if ( !isdefined( player.prebreachCurrentWeapon ) )
|
||
|
player.prebreachCurrentWeapon = player GetCurrentWeapon();
|
||
|
}
|
||
|
|
||
|
level notify( "breaching" );
|
||
|
level notify( "breaching_number_" + self.script_slowmo_breach );
|
||
|
|
||
|
setsaveddvar( "objectiveHide", true );
|
||
|
|
||
|
room_volume = ent.room_volume;
|
||
|
set_room_to_breached( ent.trigger, room_volume );
|
||
|
|
||
|
// Time to set stuff based on whether or not primary breacher has a special breach anim
|
||
|
breach_sound_delay = undefined;
|
||
|
is_special_breach = IsDefined( level.has_special_breach_anim[ breach_players[ "active" ].prebreachCurrentWeapon ] );
|
||
|
if ( is_special_breach )
|
||
|
{
|
||
|
level.slowmo_breach_start_delay = 2.25;
|
||
|
set_door_charge_anim_special();
|
||
|
breach_sound_delay = 0.5;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.slowmo_breach_start_delay = 2.15;
|
||
|
set_door_charge_anim_normal();
|
||
|
breach_sound_delay = 0.20;
|
||
|
}
|
||
|
|
||
|
//breach_players[ "active" ] delayCall( breach_sound_delay, ::playsound, "detpack_wall_plant" );// 0.4
|
||
|
breach_players[ "active" ] thread play_detpack_plant_sound( breach_sound_delay );
|
||
|
|
||
|
//need to reset these variables differently for coop, otherwise number of enemies is mis-calculated
|
||
|
if ( is_coop() )
|
||
|
{
|
||
|
if ( !isdefined( level.player_one_already_breached ) )
|
||
|
{
|
||
|
level.breachEnemies_alive = 0;
|
||
|
level.breachEnemies_active = 0;
|
||
|
level.player_one_already_breached = true;
|
||
|
}
|
||
|
}
|
||
|
//Always reset these variables to zero if we are not in co-op
|
||
|
else
|
||
|
{
|
||
|
level.breachEnemies_alive = 0;
|
||
|
level.breachEnemies_active = 0;
|
||
|
}
|
||
|
|
||
|
// Spawn the enemies in the room
|
||
|
breach_enemy_spawners = ent.spawners[ "enemy" ];
|
||
|
array_call( breach_enemy_spawners, ::StalingradSpawn );
|
||
|
|
||
|
// Spawn the hostages in the room
|
||
|
breach_hostage_spawners = ent.spawners[ "hostage" ];
|
||
|
array_call( breach_hostage_spawners, ::StalingradSpawn );
|
||
|
|
||
|
// Smoothly hooks the player up to the animating tag
|
||
|
breach_players[ "active" ] PlayerLinkToBlend( active_breacher_rig, "tag_player", 0.2, 0.1, 0.1 );
|
||
|
if ( IsDefined( breach_players[ "active" ].dont_unlink_after_breach ) )
|
||
|
thread open_up_fov( 0.2, active_breacher_rig, "tag_player", 45, 45, 90, 45 );
|
||
|
|
||
|
if ( also_passive_breaching )
|
||
|
{
|
||
|
breach_players[ "passive" ] PlayerLinkToBlend( passive_breacher_rig, "tag_player", 0.2, 0.1, 0.1 );
|
||
|
if ( IsDefined( breach_players[ "passive" ].dont_unlink_after_breach ) )
|
||
|
thread open_up_fov( 0.2, passive_breacher_rig, "tag_player", 45, 45, 90, 45 );
|
||
|
}
|
||
|
|
||
|
breach_players[ "active" ] thread take_prebreach_weapons();
|
||
|
|
||
|
if ( !is_special_breach )
|
||
|
wait( 0.05 );
|
||
|
|
||
|
charge = self.charge;
|
||
|
self thread anim_single_solo( charge, "breach" );
|
||
|
charge show();
|
||
|
|
||
|
breach_players[ "active" ] thread restore_prebreach_weapons();
|
||
|
|
||
|
pause_breach_cleanup = false;
|
||
|
if ( also_passive_breaching )
|
||
|
{
|
||
|
self thread anim_single_solo( passive_breacher_rig, "breach_player_anim" );
|
||
|
breach_players[ "passive" ].animname = "passive_breacher_3rd_person";
|
||
|
breach_players[ "passive" ] thread anim_single_solo( breach_players[ "passive" ], "breach_player_anim" );
|
||
|
breach_players[ "passive" ] thread enable_passive_weapons();
|
||
|
|
||
|
breach_players[ "active" ].animname = "active_breacher_3rd_person";
|
||
|
breach_players[ "active" ] thread anim_single_solo( breach_players[ "active" ], "breach_player_anim" );
|
||
|
}
|
||
|
|
||
|
self anim_single_solo( active_breacher_rig, "breach_player_anim" );
|
||
|
|
||
|
level notify( "sp_slowmo_breachanim_done" );
|
||
|
|
||
|
//check for dead enemies
|
||
|
thread flag_set_when_room_cleared( room_volume );
|
||
|
|
||
|
// This moved to after the animation to ensure the paths aren't cleared.
|
||
|
// Otherwise the AI breacher is likely to stick his head into the explosion.
|
||
|
solids = ent.path_solids;
|
||
|
array_call( solids, ::ConnectPaths );
|
||
|
array_thread( solids, ::self_delete );
|
||
|
|
||
|
foreach ( player in breach_players )
|
||
|
{
|
||
|
if ( IsDefined( player.dont_unlink_after_breach ) )
|
||
|
{
|
||
|
pause_breach_cleanup = true;
|
||
|
special_gulag_adjustment();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
player Unlink();
|
||
|
}
|
||
|
|
||
|
player Show();
|
||
|
}
|
||
|
|
||
|
if ( pause_breach_cleanup )
|
||
|
{
|
||
|
// if script wants the player to stay stuck in the breach
|
||
|
level waittill( "breach_concludes" );
|
||
|
}
|
||
|
|
||
|
// Don't stop breaching until we are ready to put player back in normal state.
|
||
|
// Otherwise you get the charge animation playing because that's the "raise weapon" anim during breaches.
|
||
|
breach_players[ "active" ] DisableBreaching();
|
||
|
foreach ( player in breach_players )
|
||
|
{
|
||
|
if ( !isdefined( level.slowmo_breach_disable_stancemod ) )
|
||
|
{
|
||
|
player DisableInvulnerability();
|
||
|
player EnableWeaponSwitch();
|
||
|
player EnableOffhandWeapons();
|
||
|
player AllowCrouch( true );
|
||
|
player AllowProne( true );
|
||
|
player AllowSprint( true );
|
||
|
player AllowJump( true );
|
||
|
}
|
||
|
|
||
|
player _enableUsability();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
play_detpack_plant_sound( breach_sound_delay )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
wait( breach_sound_delay );
|
||
|
self playsound( "detpack_wall_plant" );
|
||
|
}
|
||
|
|
||
|
flag_set_when_room_cleared( room_volume )
|
||
|
{
|
||
|
sFlagName = room_volume.script_flag;
|
||
|
level endon( sFlagName );
|
||
|
aEnemies = room_volume get_ai_touching_volume( "bad_guys" );
|
||
|
waittill_dead( aEnemies );
|
||
|
level notify( "breach_room_has_been_cleared" );
|
||
|
level.breachenemies = undefined;
|
||
|
flag_set( sFlagName );
|
||
|
}
|
||
|
|
||
|
take_prebreach_weapons()
|
||
|
{
|
||
|
// give the usp_scripted weapon, which plays the charge setting and breaching viewmodel & camera animation
|
||
|
self GiveWeapon( "usp_scripted" );
|
||
|
self SwitchToWeaponImmediate( "usp_scripted" );
|
||
|
|
||
|
// must quick switch back to the weapon if it has a special breach anim
|
||
|
if ( IsDefined( level.has_special_breach_anim[ self.prebreachCurrentWeapon ] ) )
|
||
|
self SwitchToWeaponImmediate( self.prebreachCurrentWeapon );
|
||
|
}
|
||
|
|
||
|
restore_prebreach_weapons()
|
||
|
{
|
||
|
wait( 0.5 );
|
||
|
|
||
|
self TakeWeapon( "usp_scripted" );
|
||
|
|
||
|
if ( IsDefined( self.prebreachCurrentWeapon ) )
|
||
|
{
|
||
|
weapon = self.prebreachCurrentWeapon;
|
||
|
self SwitchToWeapon( weapon );
|
||
|
|
||
|
// if we're on easy/normal, make sure we have at least one magazine's worth of ammo for the active weapon
|
||
|
if ( self should_topoff_breach_weapon( weapon ) )
|
||
|
{
|
||
|
clipSize = WeaponClipSize( weapon );
|
||
|
if ( self GetWeaponAmmoClip( weapon ) < clipSize )
|
||
|
self SetWeaponAmmoClip( weapon, clipSize );
|
||
|
}
|
||
|
|
||
|
self.prebreachCurrentWeapon = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
enable_passive_weapons()
|
||
|
{
|
||
|
wait 2.2;
|
||
|
self EnableWeapons();
|
||
|
}
|
||
|
|
||
|
should_topoff_breach_weapon( weapon )
|
||
|
{
|
||
|
if ( level.gameskill > 1 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !IsDefined( self.prebreachCurrentWeapon ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( weapon != self.prebreachCurrentWeapon )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
friendly_breach( stackPosition, anim_ent, room_volume )
|
||
|
{
|
||
|
sFlagName = room_volume.script_flag;
|
||
|
|
||
|
if ( stackPosition == 2 )
|
||
|
{
|
||
|
sAnimIdle = "breach_friend_idle_02";
|
||
|
sAnimEnter = "breach_friend_enter_02";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sAnimIdle = "breach_friend_idle_01";
|
||
|
sAnimEnter = "breach_friend_enter_01";
|
||
|
}
|
||
|
|
||
|
self.breaching = true;
|
||
|
invulnerableBeforeBreach = true;
|
||
|
if ( !isdefined( self.magic_bullet_shield ) )
|
||
|
{
|
||
|
invulnerableBeforeBreach = false;
|
||
|
self thread magic_bullet_shield();
|
||
|
}
|
||
|
|
||
|
wait( 0.5 );
|
||
|
self ForceTeleport( anim_ent.origin, anim_ent.angles );
|
||
|
anim_ent thread anim_generic_loop( self, sAnimIdle, "stop_idle" );
|
||
|
self SetGoalPos( self.origin );
|
||
|
wait( 3 );
|
||
|
|
||
|
self thread friendlies_shoot_while_breaching( stackPosition );
|
||
|
anim_ent notify( "stop_idle" );
|
||
|
|
||
|
anim_ent anim_generic( self, sAnimEnter );
|
||
|
self SetGoalPos( self.origin );
|
||
|
level notify( "friendlies_finished_breach" );
|
||
|
|
||
|
//wait until all enemies dead before stopping magic_bullet_sheild
|
||
|
flag_wait( sFlagName );
|
||
|
|
||
|
//restore vulnerability (if they were vulnerable in the first place)
|
||
|
if ( !invulnerableBeforeBreach )
|
||
|
self stop_magic_bullet_shield();
|
||
|
|
||
|
self.breaching = undefined;
|
||
|
}
|
||
|
|
||
|
friendlies_shoot_while_breaching( stackPosition )
|
||
|
{
|
||
|
//friendlies fire scripted bullets when weapons are lined up with breach enemies
|
||
|
if ( stackPosition == 1 )
|
||
|
wait( 1 );
|
||
|
else
|
||
|
wait( 2 );
|
||
|
|
||
|
level endon( "friendlies_finished_breach" );
|
||
|
level endon( "breach_room_has_been_cleared" );
|
||
|
|
||
|
while ( !isdefined( level.breachenemies ) )
|
||
|
wait( 0.05 );
|
||
|
while ( ( IsDefined( level.breachenemies ) ) && ( level.breachenemies.size ) )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
if ( !isdefined( level.breachenemies ) )
|
||
|
break;
|
||
|
level.breachenemies = remove_dead_from_array( level.breachenemies );
|
||
|
foreach ( enemy in level.breachenemies )
|
||
|
{
|
||
|
if ( ( !isalive( enemy ) ) || ( !isdefined( enemy ) ) )
|
||
|
continue;
|
||
|
|
||
|
enemy_head_org = enemy GetTagOrigin( "tag_eye" );
|
||
|
myGunPos = self GetMuzzlePos();
|
||
|
myEyeOffset = ( self GetShootAtPos() - myGunPos );
|
||
|
if ( self CanShoot( enemy_head_org, myEyeOffset ) )
|
||
|
{
|
||
|
MagicBullet( self.weapon, self GetMuzzlePos(), enemy_head_org );
|
||
|
BulletTracer( self GetMuzzlePos(), enemy_head_org, true );
|
||
|
wait( 0.5 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
get_available_breachfriendlies( volume )
|
||
|
{
|
||
|
available_friendlies = [];
|
||
|
|
||
|
if ( !isdefined( level.breachfriendlies ) )
|
||
|
{
|
||
|
return available_friendlies;
|
||
|
}
|
||
|
|
||
|
// don't want dead/removed guys to be considered
|
||
|
available_friendlies = array_removeDead( level.breachfriendlies );
|
||
|
|
||
|
breachRequiresFriendlies = ( GetDvar( "breach_requires_friendlies_in_position" ) == "1" );
|
||
|
|
||
|
foreach ( guy in available_friendlies )
|
||
|
{
|
||
|
// remove him if he's already breaching
|
||
|
if ( ( IsDefined( guy.breaching ) ) && ( guy.breaching == true ) )
|
||
|
{
|
||
|
available_friendlies = array_remove( available_friendlies, guy );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// if the breach requires that friendlies walk there, and the guy hasn't walked there yet, remove him
|
||
|
if ( breachRequiresFriendlies && !guy IsTouching( volume ) )
|
||
|
{
|
||
|
available_friendlies = array_remove( available_friendlies, guy );
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return available_friendlies;
|
||
|
}
|
||
|
|
||
|
get_breach_notify( script_breachgroup )
|
||
|
{
|
||
|
if ( !isdefined( script_breachgroup ) )
|
||
|
script_breachgroup = "none";
|
||
|
return "A door in breach group " + script_breachgroup + " has been activated.";
|
||
|
}
|
||
|
|
||
|
breach_group_trigger_think()
|
||
|
{
|
||
|
//self ==> the breach trigger calling the function
|
||
|
// Waits for any other trigger in the breachGroup to be activated, then cancels its breach functionality (creaks opens the door)
|
||
|
sBreachGroup = self.script_breachgroup;
|
||
|
breach_notify = get_breach_notify( sBreachGroup );
|
||
|
level waittill( breach_notify );
|
||
|
waittillframeend;// give other players a chance to breach here before fake breaching it
|
||
|
self notify( "trigger" );
|
||
|
}
|
||
|
|
||
|
slowmo_player_cleanup()
|
||
|
{
|
||
|
AssertEx( IsPlayer( self ), "slowmo_player_cleanup() called on a non-player." );
|
||
|
|
||
|
if ( IsDefined( level.playerSpeed ) )
|
||
|
self SetMoveSpeedScale( level.playerSpeed );
|
||
|
else
|
||
|
self SetMoveSpeedScale( 1 );
|
||
|
}
|
||
|
|
||
|
slowmo_begins( rig )
|
||
|
{
|
||
|
if ( ( IsDefined( level.breaching ) ) && ( level.breaching == true ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
level.breaching = true;
|
||
|
flag_set( "breaching_on" );
|
||
|
|
||
|
level notify( "slowmo_go" );
|
||
|
level endon( "slowmo_go" );
|
||
|
|
||
|
slomoLerpTime_in = 0.5;
|
||
|
slomoLerpTime_out = 0.75;
|
||
|
|
||
|
slomobreachplayerspeed = 0.2;
|
||
|
if ( IsDefined( level.slomobreachplayerspeed ) )
|
||
|
{
|
||
|
slomobreachplayerspeed = level.slomobreachplayerspeed;
|
||
|
}
|
||
|
|
||
|
player = level.player;
|
||
|
other_player = undefined;
|
||
|
if ( is_coop() )
|
||
|
other_player = get_other_player( player );
|
||
|
|
||
|
player thread play_sound_on_entity( "slomo_whoosh" );
|
||
|
player thread player_heartbeat();
|
||
|
|
||
|
thread slomo_breach_vision_change( ( slomoLerpTime_in * 2 ), ( slomoLerpTime_out / 2 ) );
|
||
|
|
||
|
thread slomo_difficulty_dvars();
|
||
|
flag_clear( "can_save" );
|
||
|
slowmo_start();
|
||
|
|
||
|
player thread set_breaching_variable();
|
||
|
if ( IsDefined( other_player ) )
|
||
|
other_player thread set_breaching_variable();
|
||
|
|
||
|
player AllowMelee( false ); ///melee is useless and causes bugs during slomo
|
||
|
if ( IsDefined( other_player ) )
|
||
|
other_player AllowMelee( false ); ///melee is useless and causes bugs during slomo
|
||
|
|
||
|
slowmo_setspeed_slow( 0.25 );
|
||
|
slowmo_setlerptime_in( slomoLerpTime_in );
|
||
|
slowmo_lerp_in();
|
||
|
|
||
|
player SetMoveSpeedScale( slomobreachplayerspeed );
|
||
|
if ( IsDefined( other_player ) )
|
||
|
other_player SetMoveSpeedScale( slomobreachplayerspeed );
|
||
|
|
||
|
startTime = GetTime();
|
||
|
endTime = startTime + ( level.slomobreachduration * 1000 );
|
||
|
|
||
|
// Only worry about weapon status changes in single player.
|
||
|
if ( !is_coop() )
|
||
|
player thread catch_weapon_switch();// called after the player weapons are force - changed, so this is cool to put here
|
||
|
|
||
|
player thread catch_mission_failed();
|
||
|
if ( IsDefined( other_player ) )
|
||
|
other_player thread catch_mission_failed();
|
||
|
|
||
|
// be lenient about some slowmo-ending activities at the start of the slowmo period
|
||
|
reloadIgnoreTime = 500;// ms
|
||
|
switchWeaponIgnoreTime = 1000;
|
||
|
|
||
|
// wait for slowmo timeout, or wait for conditions to be met that will interrupt the slowmo
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( IsDefined( level.forced_slowmo_breach_slowdown ) )
|
||
|
{
|
||
|
if ( !level.forced_slowmo_breach_slowdown )
|
||
|
{
|
||
|
if ( IsDefined( level.forced_slowmo_breach_lerpout ) )
|
||
|
slomoLerpTime_out = level.forced_slowmo_breach_lerpout;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
wait( 0.05 );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( GetTime() >= endTime )
|
||
|
break;
|
||
|
|
||
|
// is everyone dead?
|
||
|
if ( level.breachEnemies_active <= 0 )
|
||
|
{
|
||
|
// lerp out a little slower so we see more of the last guy's death in slowmo
|
||
|
slomoLerpTime_out = 1.15;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Only worry about weapon status changes in single player.
|
||
|
if ( !is_coop() )
|
||
|
{
|
||
|
// did the player start reloading after the reload ignore time window has expired?
|
||
|
if ( player.lastReloadStartTime >= ( startTime + reloadIgnoreTime ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// did player switch weapons?
|
||
|
if ( player.switchedWeapons && ( ( GetTime() - startTime ) > switchWeaponIgnoreTime ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// did we fail the mission during slowmo?
|
||
|
if ( is_specialop() && flag( "special_op_terminated" ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// did we fail the mission during slowmo?
|
||
|
if ( player.breach_missionfailed || ( is_coop() && other_player.breach_missionfailed ) )
|
||
|
{
|
||
|
// lerp out fast so we can restart faster
|
||
|
slomoLerpTime_out = 0.5;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
level notify( "slowmo_breach_ending", slomoLerpTime_out );
|
||
|
level notify( "stop_player_heartbeat" );
|
||
|
|
||
|
player thread play_sound_on_entity( "slomo_whoosh" );
|
||
|
slowmo_setlerptime_out( slomoLerpTime_out );
|
||
|
slowmo_lerp_out();
|
||
|
|
||
|
player AllowMelee( true ); ///melee is useless and causes bugs during slomo
|
||
|
if ( IsDefined( other_player ) )
|
||
|
other_player AllowMelee( true ); ///melee is useless and causes bugs during slomo
|
||
|
|
||
|
player delaythread( slomoLerpTime_out, ::clear_breaching_variable );
|
||
|
if ( IsDefined( other_player ) )
|
||
|
other_player delaythread( slomoLerpTime_out, ::clear_breaching_variable );
|
||
|
|
||
|
slowmo_end();
|
||
|
flag_set( "can_save" );
|
||
|
|
||
|
level.player_one_already_breached = undefined;
|
||
|
|
||
|
player slowmo_player_cleanup();
|
||
|
if ( IsDefined( other_player ) )
|
||
|
other_player slowmo_player_cleanup();
|
||
|
|
||
|
level notify( "slomo_breach_over" );
|
||
|
level.breaching = false;
|
||
|
flag_clear( "breaching_on" );
|
||
|
|
||
|
setsaveddvar( "objectiveHide", false );
|
||
|
}
|
||
|
|
||
|
set_breaching_variable()
|
||
|
{
|
||
|
self endon( "clear_breaching_variable" );
|
||
|
|
||
|
self.isbreaching = 1;
|
||
|
self.breaching_shots_fired = 0;
|
||
|
self.achieve_slowmo_breach_kills = undefined;
|
||
|
ammo = self getcurrentweaponclipammo();
|
||
|
|
||
|
self notifyonPlayercommand( "player_shot_fired", "+attack" );
|
||
|
|
||
|
while( isdefined( self.isbreaching ) )
|
||
|
{
|
||
|
self waittill( "player_shot_fired" );
|
||
|
|
||
|
self.breaching_shots_fired = ammo - self getcurrentweaponclipammo();
|
||
|
|
||
|
wait .05;
|
||
|
|
||
|
while( self isFiring() )
|
||
|
{
|
||
|
self.breaching_shots_fired = ammo - self getcurrentweaponclipammo();
|
||
|
wait .05;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
clear_breaching_variable()
|
||
|
{
|
||
|
self.isbreaching = undefined;
|
||
|
self thread notify_delay( "clear_breaching_variable", .25 );
|
||
|
}
|
||
|
|
||
|
slomo_difficulty_dvars()
|
||
|
{
|
||
|
//Get current viewKick values
|
||
|
old_bg_viewKickScale = GetDvar( "bg_viewKickScale" ); // 0.8
|
||
|
old_bg_viewKickMax = GetDvar( "bg_viewKickMax" ); // 90
|
||
|
SetSavedDvar( "bg_viewKickScale", 0.3 ); // make the view kick a little easier
|
||
|
SetSavedDvar( "bg_viewKickMax", "15" ); // make the view kick a little easier
|
||
|
|
||
|
SetSavedDvar( "bullet_penetration_damage", 0 ); // Disable bullet penetration damage so that hostages are less likely to be shot through enemies
|
||
|
|
||
|
|
||
|
level waittill( "slowmo_breach_ending" );
|
||
|
|
||
|
//Restore all values when slomo is over
|
||
|
|
||
|
SetSavedDvar( "bg_viewKickScale", old_bg_viewKickScale ); // set view kick back to whatever it was
|
||
|
SetSavedDvar( "bg_viewKickMax", old_bg_viewKickMax ); // set view kick back to whatever it was
|
||
|
|
||
|
wait( 2 ); //wait a few seconds before resetting bullet dvar
|
||
|
SetSavedDvar( "bullet_penetration_damage", 1 ); // Re - enable bullet penetration
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
slomo_breach_vision_change( lerpTime_in, lerpTime_out )
|
||
|
{
|
||
|
if ( !IsDefined( level.slomoBasevision ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
VisionSetNaked( "slomo_breach", lerpTime_in );
|
||
|
|
||
|
level waittill( "slowmo_breach_ending", newLerpTime );
|
||
|
|
||
|
// maybe update the lerp time in case things changed in the main thread
|
||
|
if ( IsDefined( newLerpTime ) )
|
||
|
{
|
||
|
lerpTime_out = newLerpTime;
|
||
|
}
|
||
|
|
||
|
wait( 1 );
|
||
|
VisionSetNaked( level.slomoBasevision, lerpTime_out );
|
||
|
}
|
||
|
|
||
|
player_heartbeat()
|
||
|
{
|
||
|
level endon( "stop_player_heartbeat" );
|
||
|
while ( true )
|
||
|
{
|
||
|
self PlayLocalSound( "breathing_heartbeat" );
|
||
|
wait .5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
catch_weapon_switch()
|
||
|
{
|
||
|
level endon( "slowmo_breach_ending" );
|
||
|
|
||
|
self.switchedWeapons = false;
|
||
|
|
||
|
self waittill_any( "weapon_switch_started", "night_vision_on", "night_vision_off" );
|
||
|
|
||
|
self.switchedWeapons = true;
|
||
|
}
|
||
|
|
||
|
catch_mission_failed()
|
||
|
{
|
||
|
level endon( "slowmo_breach_ending" );
|
||
|
|
||
|
self.breach_missionfailed = false;
|
||
|
|
||
|
level waittill( "mission failed" );
|
||
|
|
||
|
self.breach_missionfailed = true;
|
||
|
}
|
||
|
|
||
|
breach_enemy_spawner_think()
|
||
|
{
|
||
|
reference = self.spawner;
|
||
|
self endon( "death" );
|
||
|
self add_damage_function( ::record_last_player_damage );
|
||
|
self thread breach_enemy_ignored_by_friendlies();
|
||
|
self thread breach_enemy_ragdoll_on_death();
|
||
|
level thread breach_enemy_track_status( self );
|
||
|
|
||
|
self.reference = reference;
|
||
|
self anim_generic_first_frame( self, self.animation );
|
||
|
AssertEx( IsDefined( level.scr_anim[ "generic" ][ self.animation ] ), "Have not defined level.scr_anim[ generic ] for anim " + self.animation );
|
||
|
|
||
|
if ( IsDefined( level._slowmo_functions[ self.animation ] ) )
|
||
|
{
|
||
|
// run a custom function for this animation set
|
||
|
custom_function = level._slowmo_functions[ self.animation ];
|
||
|
self thread [[ custom_function ]]();
|
||
|
}
|
||
|
|
||
|
self.grenadeammo = 0;
|
||
|
self.allowdeath = true;
|
||
|
self.health = 10;
|
||
|
self.baseaccuracy = 5000;
|
||
|
|
||
|
if ( IsDefined( self.script_threatbias ) )
|
||
|
{
|
||
|
self.threatbias = self.script_threatbias;
|
||
|
}
|
||
|
|
||
|
if ( IsDefined( level.breach_death_anims[ self.animation ] ) )
|
||
|
self.skipDeathAnim = true;
|
||
|
|
||
|
wait( level.slowmo_breach_start_delay );
|
||
|
|
||
|
self script_delay();
|
||
|
|
||
|
self notify( "starting_breach_reaction" );
|
||
|
reference anim_generic( self, self.animation );
|
||
|
self notify( "finished_breach_start_anim" );
|
||
|
}
|
||
|
|
||
|
record_last_player_damage( damage, attacker, direction_vec, point, type, modelName, tagName )
|
||
|
{
|
||
|
if ( !isalive( attacker ) )
|
||
|
return;
|
||
|
if ( !IsPlayer( attacker ) )
|
||
|
return;
|
||
|
if ( !self IsBadGuy() )
|
||
|
return;
|
||
|
|
||
|
level.last_player_damage = GetTime();
|
||
|
}
|
||
|
|
||
|
breach_enemy_ignored_by_friendlies()
|
||
|
{
|
||
|
//all enemies in a breached room should be ignored by friendlies
|
||
|
//until slowmo is over. Any friendlies that are actually breaching
|
||
|
//will fire their weapons anyway through anim notetracks
|
||
|
self endon( "death" );
|
||
|
if ( !flag( "no_mercy" ) )
|
||
|
self.ignoreme = true;
|
||
|
level waittill_either( "slomo_breach_over", "friendlies_finished_breach" );
|
||
|
if ( IsDefined( self ) )
|
||
|
self.ignoreme = false;
|
||
|
}
|
||
|
|
||
|
// immediately sends guys without custom death anims into ragdoll when they die
|
||
|
// in a breach situation. helps eliminate animation popping
|
||
|
//
|
||
|
// NOTE: kill this with breach_enemy_cancel_ragdoll() if you have a scripted death animation
|
||
|
// that matches the breach start animation
|
||
|
breach_enemy_ragdoll_on_death()
|
||
|
{
|
||
|
self endon( "breach_enemy_cancel_ragdoll_death" );
|
||
|
|
||
|
// cause death.gsc to do StartRagdollFromImpact() for us
|
||
|
self.ragdoll_immediate = true;
|
||
|
|
||
|
msg = self waittill_any_return( "death", "finished_breach_start_anim" );
|
||
|
|
||
|
if ( msg == "finished_breach_start_anim" )
|
||
|
{
|
||
|
self.ragdoll_immediate = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
breach_enemy_cancel_ragdoll()
|
||
|
{
|
||
|
self notify( "breach_enemy_cancel_ragdoll_death" );
|
||
|
self.ragdoll_immediate = undefined;
|
||
|
}
|
||
|
|
||
|
breach_enemy_track_status( enemy )
|
||
|
{
|
||
|
level.breachEnemies_active++;
|
||
|
|
||
|
ent = SpawnStruct();
|
||
|
ent.enemy = enemy;
|
||
|
|
||
|
ent thread breach_enemy_waitfor_death( enemy );
|
||
|
ent thread breach_enemy_waitfor_death_counter( enemy );
|
||
|
ent thread breach_enemy_catch_exceptions( enemy );
|
||
|
ent thread breach_enemy_waitfor_breach_ending();
|
||
|
|
||
|
ent waittill( "breach_status_change", status );
|
||
|
|
||
|
level.breachEnemies_active--;
|
||
|
|
||
|
ent = undefined;
|
||
|
}
|
||
|
|
||
|
breach_enemy_waitfor_death( enemy )
|
||
|
{
|
||
|
self endon( "breach_status_change" );
|
||
|
|
||
|
enemy waittill( "death" );
|
||
|
self notify( "breach_status_change", "death" );
|
||
|
}
|
||
|
|
||
|
// Special version of the death wait that allows us to know when all enemies are dead.
|
||
|
breach_enemy_waitfor_death_counter( enemy )
|
||
|
{
|
||
|
level.breachEnemies_alive++;
|
||
|
|
||
|
enemy waittill( "death" );
|
||
|
|
||
|
level.breachEnemies_alive--;
|
||
|
if ( level.breachEnemies_alive <= 0 )
|
||
|
breach_friendlies_restore_grenades();
|
||
|
|
||
|
level notify( "breach_all_enemies_dead" );
|
||
|
}
|
||
|
|
||
|
breach_enemy_catch_exceptions( enemy )
|
||
|
{
|
||
|
self endon( "breach_status_change" );
|
||
|
|
||
|
while ( IsAlive( enemy ) )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
self notify( "breach_status_change", "exception" );
|
||
|
}
|
||
|
|
||
|
breach_enemy_waitfor_breach_ending()
|
||
|
{
|
||
|
self endon( "breach_status_change" );
|
||
|
|
||
|
level waittill( "slowmo_breach_ending" );
|
||
|
self notify( "breach_status_change", "breach_ending" );
|
||
|
}
|
||
|
|
||
|
breach_hostage_spawner_think()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.breachfinished = false;
|
||
|
reference = self.spawner;
|
||
|
self.reference = reference;
|
||
|
|
||
|
self endon( "cancel_breach_behavior" );
|
||
|
self thread hostage_mission_fail();
|
||
|
|
||
|
self anim_generic_first_frame( self, self.animation );
|
||
|
self.health = 10; // needs to be low to allow enemies and player to kill with one bullet
|
||
|
self.no_friendly_fire_penalty = true; //mission fail is done separately for hostages
|
||
|
self.IgnoreRandomBulletDamage = true; // don't get killed by stray bullets from friendlies or enemies
|
||
|
wait( level.slowmo_breach_start_delay );
|
||
|
|
||
|
if ( IsDefined( level._slowmo_functions[ self.animation ] ) )
|
||
|
{
|
||
|
// run a custom function for this animation set
|
||
|
custom_function = level._slowmo_functions[ self.animation ];
|
||
|
self thread [[ custom_function ]]();
|
||
|
}
|
||
|
self.allowdeath = true;
|
||
|
reference anim_generic( self, self.animation );
|
||
|
self notify( "finished_breach_start_anim" );
|
||
|
|
||
|
//self.IgnoreRandomBulletDamage = false; //allow to be killed by stray bullets now that sequence is over
|
||
|
|
||
|
if ( IsDefined( self.skipEndingIdle ) )
|
||
|
return;
|
||
|
|
||
|
if ( anim_exists( self.animation + "_idle" ) )
|
||
|
thread anim_generic_loop( self, self.animation + "_idle", "stop_idle" );
|
||
|
else
|
||
|
{
|
||
|
loop = "hostage_knees_loop";
|
||
|
self thread anim_generic_loop( self, loop, "stop_idle" );
|
||
|
}
|
||
|
self.breachfinished = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
hostage_health_regen()
|
||
|
{
|
||
|
baseHealth = self.health;
|
||
|
self endon( "death" );
|
||
|
self endon( "saved" );
|
||
|
while ( IsDefined( self ) )
|
||
|
{
|
||
|
self waittill( "damage", amount, attacker );
|
||
|
if ( IsDefined( attacker ) )
|
||
|
{
|
||
|
if ( IsPlayer( attacker ) )
|
||
|
{
|
||
|
//self DoDamage( self.health + 100, self.origin, level.player );
|
||
|
self Kill( self.origin, level.player );
|
||
|
break;
|
||
|
}
|
||
|
else if ( ( IsDefined( attacker.team ) ) && ( attacker.team == "allies" ) )
|
||
|
self.health = baseHealth;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
get_room_volume_from_slomo_breach_number( script_slomo_breach )
|
||
|
{
|
||
|
return level.breach_groups[ script_slomo_breach ].room_volume;
|
||
|
}
|
||
|
|
||
|
hostage_mission_fail()
|
||
|
{
|
||
|
if ( is_specialop() )
|
||
|
level endon( "special_op_terminated" );
|
||
|
|
||
|
level endon( "mission failed" );
|
||
|
baseHealth = self.health;
|
||
|
missionFailedHostage = false;
|
||
|
self thread hostage_health_regen();
|
||
|
room_volume = get_room_volume_from_slomo_breach_number( self.script_slowmo_breach );
|
||
|
if ( GetDvar( "hostage_missionfail" ) == "0" )
|
||
|
return;
|
||
|
|
||
|
while ( IsDefined( self ) )
|
||
|
{
|
||
|
self waittill( "death", attacker );
|
||
|
// Mission failed. A hostage was executed.
|
||
|
|
||
|
if ( IsDefined( attacker ) )
|
||
|
{
|
||
|
if ( IsPlayer( attacker ) )
|
||
|
{
|
||
|
level notify( "player_shot_a_hostage" );
|
||
|
// Mission failed. You killed a hostage.
|
||
|
waittillframeend;// give level.last_player_damage a chance to get set
|
||
|
//if ( ( level.last_player_damage + 50 < GetTime() ) || ( level.last_player_damage == GetTime() ) )
|
||
|
if ( level.last_player_damage == GetTime() )
|
||
|
{
|
||
|
// Mission failed. You shot a hostage through an enemy.\nSome weapons have deep bullet penetration.
|
||
|
//breach_set_deadquote( &"SCRIPT_MISSIONFAIL_KILLEDHOSTAGE_THROUGH_ENEMY", "@SCRIPT_MISSIONFAIL_KILLEDHOSTAGE_THROUGH_ENEMY" );
|
||
|
|
||
|
// Mission failed. You killed a hostage.
|
||
|
//(not doing bullet penetration anymore on any skill level, but will leave check here in case
|
||
|
//we want a message about shotguns, etc)
|
||
|
breach_set_deadquote( &"SCRIPT_MISSIONFAIL_KILLEDHOSTAGE", "@SCRIPT_MISSIONFAIL_KILLEDHOSTAGE" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Mission failed. You killed a hostage.
|
||
|
breach_set_deadquote( &"SCRIPT_MISSIONFAIL_KILLEDHOSTAGE", "@SCRIPT_MISSIONFAIL_KILLEDHOSTAGE" );
|
||
|
}
|
||
|
|
||
|
missionFailedHostage = true;
|
||
|
}
|
||
|
else if ( ( IsDefined( attacker.team ) ) && ( attacker.team == "allies" ) && ( !IsPlayer( attacker ) ) )
|
||
|
{
|
||
|
AssertMsg( "hostage was accidentally killed by a friendly...need a script fix for this" );
|
||
|
// Mission failed. A hostage was executed.
|
||
|
breach_set_deadquote( &"SCRIPT_MISSIONFAIL_HOSTAGEEXECUTED", "@SCRIPT_MISSIONFAIL_HOSTAGEEXECUTED" );
|
||
|
missionFailedHostage = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( self coop_breached_from_same_door_in_a_muliti_door_room( room_volume ) )
|
||
|
{
|
||
|
// Mission failed. A hostage was executed.\nTry breaching from opposite doors.
|
||
|
breach_set_deadquote( &"SCRIPT_MISSIONFAIL_HOSTAGEEXECUTED_USEMULTIDOOR", "@SCRIPT_MISSIONFAIL_HOSTAGEEXECUTED_USEMULTIDOOR" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Mission failed. A hostage was executed.
|
||
|
breach_set_deadquote( &"SCRIPT_MISSIONFAIL_HOSTAGEEXECUTED", "@SCRIPT_MISSIONFAIL_HOSTAGEEXECUTED" );
|
||
|
}
|
||
|
|
||
|
missionFailedHostage = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( missionFailedHostage == true )
|
||
|
{
|
||
|
thread maps\_utility::missionFailedWrapper();
|
||
|
level notify( "mission failed" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// This is lame and ugly, but the cleanest for now.
|
||
|
breach_set_deadquote( deadquote, so_deadquote )
|
||
|
{
|
||
|
assert( isdefined( deadquote ) && isdefined( so_deadquote ) );
|
||
|
|
||
|
if ( is_specialop() )
|
||
|
maps\_specialops::so_force_deadquote( so_deadquote );
|
||
|
else
|
||
|
setDvar( "ui_deadquote", deadquote );
|
||
|
}
|
||
|
|
||
|
coop_breached_from_same_door_in_a_muliti_door_room( room_volume )
|
||
|
{
|
||
|
if ( !is_specialop() )
|
||
|
return false;
|
||
|
if ( !is_coop() )
|
||
|
return false;
|
||
|
if ( IsDefined( room_volume.has_passive_breacher ) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
#using_animtree( "script_model" );
|
||
|
script_models()
|
||
|
{
|
||
|
// wooden door
|
||
|
level.scr_anim[ "breach_door_model" ][ "breach" ] = %breach_player_door_v2;
|
||
|
level.scr_animtree[ "breach_door_model" ] = #animtree;
|
||
|
level.scr_model[ "breach_door_model" ] = "com_door_01_handleright";
|
||
|
|
||
|
level.scr_anim[ "breach_door_hinge" ][ "breach" ] = %breach_player_door_hinge_v1;
|
||
|
level.scr_animtree[ "breach_door_hinge" ] = #animtree;
|
||
|
level.scr_model[ "breach_door_hinge" ] = "com_door_piece_hinge";
|
||
|
|
||
|
// metal door
|
||
|
level.scr_anim[ "breach_door_model_metal" ][ "breach" ] = %breach_player_door_v2;
|
||
|
level.scr_animtree[ "breach_door_model_metal" ] = #animtree;
|
||
|
level.scr_model[ "breach_door_model_metal" ] = "breach_door_metal_right";
|
||
|
|
||
|
level.scr_anim[ "breach_door_hinge_metal" ][ "breach" ] = %breach_player_door_metal;
|
||
|
level.scr_animtree[ "breach_door_hinge_metal" ] = #animtree;
|
||
|
level.scr_model[ "breach_door_hinge_metal" ] = "breach_door_metal_right_dst";
|
||
|
|
||
|
// explosive charge
|
||
|
// this gets overwritten at time of breach
|
||
|
level.scr_anim[ "breach_door_charge" ][ "breach" ] = %breach_player_frame_charge_v3;
|
||
|
level.scr_animtree[ "breach_door_charge" ] = #animtree;
|
||
|
level.scr_model[ "breach_door_charge" ] = "mil_frame_charge";
|
||
|
|
||
|
level.scr_animtree[ "desk" ] = #animtree;
|
||
|
level.scr_anim[ "desk" ][ "breach_react_desk_v7_desk" ] = %breach_react_desk_v7_desk;
|
||
|
|
||
|
level.scr_animtree[ "chair" ] = #animtree;
|
||
|
level.scr_anim[ "chair" ][ "breach_chair_hide_reaction_v2_chair" ] = %breach_chair_hide_reaction_v2_chair;
|
||
|
level.scr_anim[ "chair" ][ "breach_chair_hide_reaction_death_v2_chair" ] = %breach_chair_hide_reaction_death_v2_chair;
|
||
|
}
|
||
|
|
||
|
set_door_charge_anim_normal()
|
||
|
{
|
||
|
level.scr_anim[ "breach_door_charge" ][ "breach" ] = %breach_player_frame_charge_v3;
|
||
|
}
|
||
|
|
||
|
set_door_charge_anim_special()
|
||
|
{
|
||
|
level.scr_anim[ "breach_door_charge" ][ "breach" ] = %breach_player_frame_charge;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//#using_animtree( "player" );
|
||
|
#using_animtree( "multiplayer" );
|
||
|
player_animations()
|
||
|
{
|
||
|
if ( !isdefined( level.slowmo_viewhands ) )
|
||
|
level.slowmo_viewhands = "viewhands_player_sas_woodland";
|
||
|
|
||
|
level.scr_animtree[ "active_breacher_rig" ] = #animtree;
|
||
|
level.scr_model[ "active_breacher_rig" ] = level.slowmo_viewhands;
|
||
|
level.scr_anim[ "active_breacher_rig" ][ "breach_player_anim" ] = %breach_coop_player_1;
|
||
|
|
||
|
if ( is_coop() )
|
||
|
{
|
||
|
level.scr_anim[ "active_breacher_rig" ][ "breach_player_anim" ] = %breach_coop_player_1;
|
||
|
|
||
|
level.scr_animtree[ "active_breacher_3rd_person" ] = #animtree;
|
||
|
level.scr_model[ "active_breacher_3rd_person" ] = level.slowmo_viewhands;
|
||
|
level.scr_anim[ "active_breacher_3rd_person" ][ "breach_player_anim" ] = %breach_coop_player_1_3rdPerson;
|
||
|
level.scr_anim[ "active_breacher_3rd_person" ][ "root" ] = %code;
|
||
|
|
||
|
level.scr_animtree[ "passive_breacher_rig" ] = #animtree;
|
||
|
level.scr_model[ "passive_breacher_rig" ] = level.slowmo_viewhands;
|
||
|
level.scr_anim[ "passive_breacher_rig" ][ "breach_player_anim" ] = %breach_coop_player_2;
|
||
|
|
||
|
level.scr_animtree[ "passive_breacher_3rd_person" ] = #animtree;
|
||
|
level.scr_model[ "passive_breacher_3rd_person" ] = level.slowmo_viewhands;
|
||
|
level.scr_anim[ "passive_breacher_3rd_person" ][ "breach_player_anim" ] = %breach_coop_player_2_3rdPerson;
|
||
|
level.scr_anim[ "passive_breacher_3rd_person" ][ "root" ] = %code;
|
||
|
}
|
||
|
|
||
|
// can add custom functions to occur when the breach happens
|
||
|
level._slowmo_breach_funcs = [];
|
||
|
add_breach_func( ::breach_explosion );
|
||
|
|
||
|
addNotetrack_customFunction( "active_breacher_rig", "explode", ::breach_functions );
|
||
|
addNotetrack_customFunction( "active_breacher_rig", "slowmo", ::slowmo_begins );
|
||
|
}
|
||
|
|
||
|
add_breach_func( func )
|
||
|
{
|
||
|
/#
|
||
|
foreach ( existing_func in level._slowmo_breach_funcs )
|
||
|
{
|
||
|
AssertEx( func != existing_func, "Breach func was added twice" );
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
level._slowmo_breach_funcs[ level._slowmo_breach_funcs.size ] = func;
|
||
|
}
|
||
|
|
||
|
breach_functions( breach_rig )
|
||
|
{
|
||
|
foreach ( func in level._slowmo_breach_funcs )
|
||
|
{
|
||
|
thread [[ func ]]( breach_rig );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
breach_explosion( breach_rig )
|
||
|
{
|
||
|
breach_array = level.breach_groups[ self.breach_index ];
|
||
|
|
||
|
expSound = undefined;
|
||
|
destroyedModelAlias = undefined;
|
||
|
switch( breach_array.doorType )
|
||
|
{
|
||
|
case "wood":
|
||
|
expSound = "detpack_explo_wood";
|
||
|
destroyedModelAlias = "breach_door_hinge";
|
||
|
break;
|
||
|
case "estate_wood":
|
||
|
expSound = "detpack_explo_wood";
|
||
|
destroyedModelAlias = "breach_door_hinge_estate";
|
||
|
break;
|
||
|
case "estate_wood_backwards":
|
||
|
expSound = "detpack_explo_wood";
|
||
|
destroyedModelAlias = undefined;
|
||
|
break;
|
||
|
case "caves_wood":
|
||
|
expSound = "detpack_explo_wood";
|
||
|
destroyedModelAlias = "breach_door_hinge_caves";
|
||
|
break;
|
||
|
case "metal":
|
||
|
expSound = "detpack_explo_metal";
|
||
|
destroyedModelAlias = "breach_door_hinge_metal";
|
||
|
break;
|
||
|
case "none":
|
||
|
expSound = "detpack_explo_concrete";
|
||
|
break;
|
||
|
default:
|
||
|
AssertEx( "Illegal slowmo breach doortype " + breach_array.doorType );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( IsDefined( expSound ) )
|
||
|
thread play_sound_in_space( expSound, self.charge.origin );
|
||
|
exploder( "breach_" + self.breach_index );
|
||
|
thread breach_rumble( self.charge.origin );
|
||
|
self.charge Delete();
|
||
|
|
||
|
level notify( "breach_explosion" );
|
||
|
|
||
|
if ( IsDefined( destroyedModelAlias ) )
|
||
|
{
|
||
|
destroyedModel = spawn_anim_model( destroyedModelAlias );
|
||
|
self.post thread anim_single_solo( destroyedModel, "breach" );
|
||
|
}
|
||
|
|
||
|
wait( 0.05 );
|
||
|
|
||
|
if ( IsDefined( self.door ) )
|
||
|
{
|
||
|
self.door Delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
breach_rumble( org )
|
||
|
{
|
||
|
dummy = Spawn( "script_origin", org );
|
||
|
dummy.origin = org;
|
||
|
dummy PlayRumbleOnEntity( "grenade_rumble" );
|
||
|
wait( 4 );
|
||
|
dummy Delete();
|
||
|
|
||
|
}
|
||
|
|
||
|
// CUSTOM FUNCTIONS FOR SLOWMO BREACH GUYS
|
||
|
|
||
|
|
||
|
_slomo_breach_executioner_knife()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.doDamageToAll = true;
|
||
|
self thread knife_guy_cleanup();
|
||
|
}
|
||
|
|
||
|
_slomo_breach_executioner_pistol()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.doDamageToAll = true;
|
||
|
self thread _slomo_breach_pistol_guy();
|
||
|
}
|
||
|
|
||
|
|
||
|
_slomo_breach_pistol_guy()
|
||
|
{
|
||
|
self animscripts\shared::noteTrackPistolPickup();
|
||
|
}
|
||
|
|
||
|
_slomo_breach_blowback_guy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
//self breach_enemy_cancel_ragdoll();
|
||
|
if ( !flag( "no_mercy" ) )
|
||
|
self.ignoreme = true;
|
||
|
self.forceLongDeath = true;
|
||
|
self waittill_notetrack_or_damage( "bodyfall large" );
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
self DoDamage( self.health - 1, self.origin );
|
||
|
}
|
||
|
|
||
|
_slomo_breach_executed_guy()
|
||
|
{
|
||
|
if ( ( self.animation == "execution_knife_hostage" ) || ( self.animation == "execution_knife2_hostage" ) )
|
||
|
self thread _slomo_breach_knife_hostage_death();
|
||
|
|
||
|
//Additional check to see if this hostage will be manhandled
|
||
|
if ( self will_be_manhandled() )
|
||
|
self thread get_manhandled();
|
||
|
|
||
|
self.skipEndingIdle = true; // will skip the generic knees loop that most hostages go into
|
||
|
self endon( "death" );
|
||
|
self set_generic_deathanim( self.animation + "_death" );
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
|
||
|
//don't play end looping anim if we want to manhandle this hostage
|
||
|
if ( IsDefined( self.manhandled ) )
|
||
|
return;
|
||
|
|
||
|
if ( anim_exists( self.animation + "_survives" ) )
|
||
|
{
|
||
|
self.reference anim_generic( self, self.animation + "_survives" );
|
||
|
}
|
||
|
thread anim_generic_loop( self, self.animation + "_idle", "stop_idle" );
|
||
|
self.breachfinished = true;
|
||
|
}
|
||
|
|
||
|
_slomo_breach_hostage_react()
|
||
|
{
|
||
|
//Additional check to see if this hostage will be manhandled
|
||
|
if ( self will_be_manhandled() )
|
||
|
self thread get_manhandled();
|
||
|
|
||
|
self.skipEndingIdle = true; // will skip the generic knees loop that most hostages go into
|
||
|
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
|
||
|
//don't play end looping anim if we want to manhandle this hostage
|
||
|
if ( IsDefined( self.manhandled ) )
|
||
|
return;
|
||
|
|
||
|
if ( anim_exists( self.animation + "_idle" ) )
|
||
|
thread anim_generic_loop( self, self.animation + "_idle", "stop_idle" );
|
||
|
self.breachfinished = true;
|
||
|
}
|
||
|
|
||
|
_slomo_breach_c4_hostage()
|
||
|
{
|
||
|
eChair = Spawn( "script_model", self.reference.origin );
|
||
|
eChair SetModel( "com_restaurantchair_2" );
|
||
|
eChair.angles = self.reference.angles + ( 0, 90, 0 );
|
||
|
eChair.origin = self.reference.origin;
|
||
|
}
|
||
|
|
||
|
_slomo_breach_knife_hostage_death()
|
||
|
{
|
||
|
eKiller = get_closest_ai( self.origin, "bad_guys" );
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
if ( ( IsDefined( eKiller ) ) && ( IsAlive( eKiller ) ) )
|
||
|
{
|
||
|
PlayFXOnTag( getfx( "breach_knife_execution" ), self, "J_neck" );
|
||
|
self thread play_sound_on_entity( "melee_knife_hit_body" );
|
||
|
self Kill();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_slomo_breach_executed_guy_pushed_to_floor()
|
||
|
{
|
||
|
self.skipEndingIdle = true; // will skip the generic knees loop that most hostages go into
|
||
|
self endon( "death" );
|
||
|
|
||
|
//Additional check to see if this hostage will be manhandled
|
||
|
if ( self will_be_manhandled() )
|
||
|
self thread get_manhandled();
|
||
|
|
||
|
self waittillmatch( "single anim", "bodyfall large" );
|
||
|
self set_generic_deathanim( self.animation + "_death" );
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
self anim_generic( self, self.animation + "_survives" );
|
||
|
|
||
|
//don't play end looping anim if we want to manhandle this hostage
|
||
|
if ( IsDefined( self.manhandled ) )
|
||
|
return;
|
||
|
self thread anim_generic_loop( self, "hostage_knees_loop", "stop_idle" );
|
||
|
self.breachfinished = true;
|
||
|
}
|
||
|
|
||
|
_slomo_breach_fightback_guy()
|
||
|
{
|
||
|
self.skipEndingIdle = true; // will skip the generic knees loop that most hostages go into
|
||
|
self endon( "death" );
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
self set_generic_deathanim( self.animation + "_death" );
|
||
|
self anim_generic( self, self.animation + "_survives" );
|
||
|
self thread anim_generic_loop( self, "hostage_knees_loop", "stop_idle" );
|
||
|
self.breachfinished = true;
|
||
|
}
|
||
|
|
||
|
_slomo_breach_knife_charger()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self breach_enemy_cancel_ragdoll();
|
||
|
self set_generic_deathanim( self.animation + "_death" );
|
||
|
self waittillmatch( "single anim", "stab" );
|
||
|
wait( .1 );
|
||
|
self thread knife_guy_stabs_player();
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
//self gun_recall();
|
||
|
}
|
||
|
|
||
|
knife_guy_stabs_player()
|
||
|
{
|
||
|
player = get_closest_player( self.origin );
|
||
|
dist = Distance( player.origin, self.origin );
|
||
|
if ( dist <= 50 )
|
||
|
{
|
||
|
player PlayRumbleOnEntity( "grenade_rumble" );
|
||
|
player thread play_sound_on_entity( "melee_knife_hit_body" );
|
||
|
player EnableHealthShield( false );
|
||
|
player EnableDeathShield( false );
|
||
|
waittillframeend;
|
||
|
player DoDamage( player.health + 50000, self GetTagOrigin( "tag_weapon_right" ), self );
|
||
|
player.breach_missionfailed = true;// tells slowmo to stop
|
||
|
}
|
||
|
}
|
||
|
|
||
|
knife_guy_cleanup()
|
||
|
{
|
||
|
wait 0.5;
|
||
|
self waittill_either( "damage", "finished_breach_start_anim" );
|
||
|
if ( IsDefined( self ) )
|
||
|
self Detach( "weapon_parabolic_knife", "TAG_INHAND" );
|
||
|
}
|
||
|
|
||
|
_slomo_breach_chair_guy_normal()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self breach_enemy_cancel_ragdoll();
|
||
|
iRand = RandomIntRange( 1, 3 );
|
||
|
if ( cointoss() )
|
||
|
self set_generic_deathanim( self.animation + "_death" );
|
||
|
else
|
||
|
self set_generic_deathanim( self.animation + "_death2" );
|
||
|
}
|
||
|
|
||
|
_slomo_breach_chair_guy_animated()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self breach_enemy_cancel_ragdoll();
|
||
|
self set_generic_deathanim( self.animation + "_death" );
|
||
|
self thread chair_animate();
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
self thread _slomo_breach_chair_guy_normal();
|
||
|
}
|
||
|
|
||
|
chair_animate()
|
||
|
{
|
||
|
eChair = Spawn( "script_model", self.reference.origin );
|
||
|
eChair SetModel( "furniture_chair_metal01" );
|
||
|
eChair.animname = "chair";
|
||
|
eChair assign_animtree();
|
||
|
eChair.reference = Spawn( "script_origin", self.reference.origin );
|
||
|
eChair.reference.angles = self.reference.angles;
|
||
|
//ent = SpawnStruct();
|
||
|
//ent.entity = eChair;
|
||
|
//ent.forward = 40;
|
||
|
//ent translate_local();
|
||
|
|
||
|
self waittill( "starting_breach_reaction" );
|
||
|
eChair.reference thread anim_single_solo( eChair, "breach_chair_hide_reaction_v2_chair" );
|
||
|
|
||
|
//if guy finishes breach reaction, don't play the chair tipping over when he dies
|
||
|
self endon( "finished_breach_start_anim" );
|
||
|
|
||
|
//if the guy is still alive and hasn't finished breach reaction, play the chair tipping over when he dies
|
||
|
if ( IsAlive( self ) )
|
||
|
{
|
||
|
self waittill( "death" );
|
||
|
eChair.reference thread anim_single_solo( eChair, "breach_chair_hide_reaction_death_v2_chair" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_slomo_breach_desk_guy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self thread desk_animate();
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
}
|
||
|
|
||
|
desk_animate()
|
||
|
{
|
||
|
eDesk = Spawn( "script_model", self.reference.origin );
|
||
|
eDesk SetModel( "furniture_long_desk_animate" );
|
||
|
eDesk.animname = "desk";
|
||
|
eDesk assign_animtree();
|
||
|
eDesk.reference = Spawn( "script_origin", self.reference.origin );
|
||
|
eDesk.reference.angles = self.reference.angles;
|
||
|
//ent = SpawnStruct();
|
||
|
//ent.entity = eDesk;
|
||
|
//ent.forward = 40;
|
||
|
//ent translate_local();
|
||
|
self waittill( "starting_breach_reaction" );
|
||
|
eDesk.reference thread anim_single_solo( eDesk, "breach_react_desk_v7_desk" );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// CUSTOM FUNCTIONS FOR SLOWMO BREACH GUYS
|
||
|
|
||
|
breach_near_player( player )
|
||
|
{
|
||
|
foreach ( ent in level.breach_groups )
|
||
|
{
|
||
|
if ( player IsTouching( ent.door_volume ) )
|
||
|
return ent;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
get_breach_groups()
|
||
|
{
|
||
|
// Returns all breach groups in the level
|
||
|
|
||
|
keys = GetArrayKeys( level.breach_groups );
|
||
|
return keys;
|
||
|
}
|
||
|
|
||
|
make_empty_breach( group_num )
|
||
|
{
|
||
|
// Make no AI or hostages spawn for the specified group number. The breach remains functional.
|
||
|
|
||
|
AssertEx( IsDefined( group_num ), "You must specify a breach group number to make empty" );
|
||
|
AssertEx( IsDefined( level.breach_groups[ group_num ] ), group_num + " is not a valid breach group number" );
|
||
|
level.breach_groups[ group_num ].enabled = false;
|
||
|
}
|
||
|
|
||
|
delete_breach( group_num )
|
||
|
{
|
||
|
// Removes the breach group and all associated entities.
|
||
|
|
||
|
AssertEx( IsDefined( group_num ), "You must specify a breach group number to delete" );
|
||
|
AssertEx( IsDefined( level.breach_groups[ group_num ] ), group_num + " is not a valid breach group number" );
|
||
|
AssertEx( IsDefined( level.breach_groups[ group_num ].trigger ), "Tried to delete breach that was already deleted" );
|
||
|
level.breach_groups[ group_num ].trigger Delete();
|
||
|
solids = level.breach_groups[ group_num ].path_solids;
|
||
|
array_call( solids, ::ConnectPaths );
|
||
|
array_thread( solids, ::self_delete );
|
||
|
foreach ( trigger in level.breach_groups[ group_num ].lookat_triggers )
|
||
|
trigger Delete();
|
||
|
}
|
||
|
|
||
|
breach_debug_display_animnames( room_volume )
|
||
|
{
|
||
|
|
||
|
if ( !isdefined( self ) )
|
||
|
return;
|
||
|
org = self.origin;
|
||
|
wait( 0.05 );
|
||
|
if ( GetDvar( "breach_debug" ) == "0" )
|
||
|
return;
|
||
|
//self ==> the script_origin in the door targeted by the lookat trigger
|
||
|
aBreachAI = [];
|
||
|
aAI1 = GetEntArray( "breach_enemy_spawner", "targetname" );
|
||
|
aAI2 = GetEntArray( "breach_hostage_spawner", "targetname" );
|
||
|
aBreachAI = array_merge( aAI1, aAI2 );
|
||
|
foreach ( spawner in aBreachAI )
|
||
|
{
|
||
|
if ( !spawner IsTouching( room_volume ) )
|
||
|
aBreachAI = array_remove( aBreachAI, spawner );
|
||
|
}
|
||
|
|
||
|
while ( !room_volume.breached )
|
||
|
{
|
||
|
neworg = org;
|
||
|
foreach ( spawner in aBreachAI )
|
||
|
{
|
||
|
if ( IsDefined( spawner.animation ) )
|
||
|
{
|
||
|
thread debug_message( spawner.animation, neworg, 1 );
|
||
|
neworg = neworg - ( 0, 0, 10 );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
wait( 1 );
|
||
|
}
|
||
|
|
||
|
//room_volume waittill( "breached" );
|
||
|
}
|
||
|
|
||
|
will_be_manhandled()
|
||
|
{
|
||
|
if ( is_coop() )
|
||
|
return false;
|
||
|
|
||
|
if ( ( IsDefined( level.hostagemanhandle ) ) && ( level.hostagemanhandle == false ) )
|
||
|
return false;
|
||
|
|
||
|
if ( IsDefined( self.script_noteworthy ) )
|
||
|
{
|
||
|
return self.script_noteworthy == "manhandled" || self.script_noteworthy == "manhandled_guarded";
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
manhandler_hold()
|
||
|
{
|
||
|
// First need all enemies dead...
|
||
|
if ( level.breachEnemies_alive > 0 )
|
||
|
return true;
|
||
|
|
||
|
if ( !self.startManhandling )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
get_manhandled()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self.manhandled = true; // will make hostage skip default ending behavior / idle
|
||
|
self.readyToBeManhandled = false;
|
||
|
self.startManhandling = false;
|
||
|
manhandlerSpawner = undefined;
|
||
|
/*-----------------------
|
||
|
FIND THE MANHANDLER ASSOCIATED WITH THIS HOSTAGE
|
||
|
-------------------------*/
|
||
|
if ( self.script_noteworthy == "manhandled" )
|
||
|
{
|
||
|
manhandlerSpawner = GetEnt( self.target, "targetname" );
|
||
|
AssertEx( IsDefined( manhandlerSpawner ), "Hostage with export " + self.export + " is tagged with a script_noteworthy of 'manhandled', but is not targeting a friendly spawner that will do the manhandling." );
|
||
|
}
|
||
|
|
||
|
friendly_manhandler = undefined; // may not spawn a manhandler if this hostage will just be guarded....the hostage getting manhandled will take care of spawning him
|
||
|
|
||
|
/*-----------------------
|
||
|
BUILD LIST OF ANIMS FOR THIS HOSTAGE
|
||
|
-------------------------*/
|
||
|
sAnimManhandledPrepare = undefined;
|
||
|
sAnimManhandledPrepareIdle = undefined;
|
||
|
sAnimManhandled = undefined;
|
||
|
sAnimManhandledIdle = undefined;
|
||
|
sAnimVariationSuffix = "";
|
||
|
|
||
|
//Is there a suffix to add to the anims? Hostages with the same breach anim
|
||
|
//may have different takedowns for different rooms
|
||
|
if ( IsDefined( self.script_parameters ) )
|
||
|
sAnimVariationSuffix = self.script_parameters;
|
||
|
|
||
|
//script_noteworthy defines whether hostage is taken down by a friendly or just guarded
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "manhandled":
|
||
|
sAnimManhandled = self.animation + "_manhandled";
|
||
|
break;
|
||
|
case "manhandled_guarded":
|
||
|
sAnimManhandled = self.animation + "_manhandled_guarded";
|
||
|
break;
|
||
|
}
|
||
|
sAnimManhandledIdle = sAnimManhandled + "_idle" + sAnimVariationSuffix;
|
||
|
sAnimManhandledPrepare = sAnimManhandled + "_prepare" + sAnimVariationSuffix;
|
||
|
sAnimManhandledPrepareIdle = sAnimManhandled + "_prepare_idle" + sAnimVariationSuffix;
|
||
|
sAnimManhandled = sAnimManhandled + sAnimVariationSuffix;
|
||
|
/*-----------------------
|
||
|
MAKE SURE THERE ARE AT LEAST THE MANHANDLED ANIM AND THE IDLE
|
||
|
-------------------------*/
|
||
|
self assert_if_anim_not_defined( sAnimManhandled );
|
||
|
self assert_if_anim_not_defined( sAnimManhandledIdle );
|
||
|
|
||
|
/*-----------------------
|
||
|
SPAWN MANHANDLER OUTSIDE DOOR, ONLY FOR THE ONE GETTING TAKEN DOWN
|
||
|
-------------------------*/
|
||
|
if ( self.script_noteworthy == "manhandled" )
|
||
|
{
|
||
|
friendly_manhandler = manhandlerSpawner spawn_ai( true );
|
||
|
friendly_manhandler Hide();
|
||
|
AssertEx( IsDefined( level.scr_anim[ "generic" ][ friendly_manhandler.animation ] ), "Manhandling friendly with export " + self.export + " does not have animation " + friendly_manhandler.animation + " defined in a level.scr_anim" );
|
||
|
self.reference anim_generic_first_frame( friendly_manhandler, friendly_manhandler.animation );
|
||
|
friendly_manhandler PushPlayer( true );
|
||
|
level.manhandler = friendly_manhandler;
|
||
|
friendly_manhandler.readyToManhandle = false;
|
||
|
friendly_manhandler thread manhandler_think();
|
||
|
}
|
||
|
|
||
|
/*-----------------------
|
||
|
WAIT UNTIL PLAYER PLANTS CHARGE
|
||
|
-------------------------*/
|
||
|
wait( 1 );
|
||
|
|
||
|
/*-----------------------
|
||
|
SHOW MANHANDLER, IF THERE IS ONE TO SHOW
|
||
|
-------------------------*/
|
||
|
if ( self.script_noteworthy == "manhandled" )
|
||
|
friendly_manhandler Show();
|
||
|
|
||
|
/*-----------------------
|
||
|
WAIT TO FINISH REGULAR BREACH ANIM
|
||
|
-------------------------*/
|
||
|
self waittill( "finished_breach_start_anim" );
|
||
|
|
||
|
/*-----------------------
|
||
|
PLAY MANHANDLE PREPARE ANIMS
|
||
|
-------------------------*/
|
||
|
if ( anim_exists( sAnimManhandledPrepare ) )
|
||
|
{
|
||
|
self.reference anim_generic( self, sAnimManhandledPrepare );
|
||
|
}
|
||
|
|
||
|
/*-----------------------
|
||
|
PLAY MANHANDLE PREPARE IDLE UNTIL MANHANDLER READY TO COME IN
|
||
|
-------------------------*/
|
||
|
if ( anim_exists( sAnimManhandledPrepareIdle ) )
|
||
|
self.reference thread anim_generic_loop( self, sAnimManhandledPrepareIdle, "stop_idle" );
|
||
|
else
|
||
|
sAnimManhandledPrepareIdle = undefined;
|
||
|
|
||
|
self.readyToBeManhandled = true;
|
||
|
|
||
|
/*-----------------------
|
||
|
ONLY WAIT IF THE HOSTAGE HAS AN APPROPRIATE LOOP
|
||
|
-------------------------*/
|
||
|
if ( IsDefined( sAnimManhandledPrepareIdle ) )
|
||
|
{
|
||
|
while ( self manhandler_hold() )
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
/*-----------------------
|
||
|
PLAY MANHANDLE ANIMS
|
||
|
-------------------------*/
|
||
|
self.reference notify( "stop_idle" );
|
||
|
self notify( "stop_idle" );
|
||
|
|
||
|
//Play friendly manhandler anim if there
|
||
|
if ( self.script_noteworthy == "manhandled" )
|
||
|
{
|
||
|
self.reference thread anim_generic( friendly_manhandler, friendly_manhandler.animation );
|
||
|
}
|
||
|
|
||
|
//play hostage manhandle
|
||
|
self.reference anim_generic( self, sAnimManhandled );
|
||
|
|
||
|
/*-----------------------
|
||
|
PLAY MANHANDLE IDLES
|
||
|
-------------------------*/
|
||
|
//Play friendly manhandler idle if there
|
||
|
if ( ( IsDefined( friendly_manhandler ) ) && ( IsDefined( level.scr_anim[ "generic" ][ friendly_manhandler.animation + "_idle" ] ) ) )
|
||
|
{
|
||
|
self.reference thread anim_generic_loop( friendly_manhandler, friendly_manhandler.animation + "_idle", "stop_idle" );
|
||
|
}
|
||
|
|
||
|
//play hostage manhandle idle if there
|
||
|
if ( IsDefined( level.scr_anim[ "generic" ][ sAnimManhandledIdle ] ) )
|
||
|
{
|
||
|
self.reference thread anim_generic_loop( self, sAnimManhandledIdle, "stop_idle" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
special_gulag_adjustment()
|
||
|
{
|
||
|
angles = level.player GetPlayerAngles();
|
||
|
angles = ( 0, angles[ 1 ], 0 );
|
||
|
forward = AnglesToForward( angles );
|
||
|
up = AnglesToUp( angles );
|
||
|
|
||
|
tag_origin = spawn_tag_origin();
|
||
|
tag_origin.origin = level.player.origin;
|
||
|
tag_origin.angles = angles;
|
||
|
level.player PlayerLinkToDelta( tag_origin, "tag_origin", 1, 45, 45, 90, 45, true );
|
||
|
|
||
|
time = 0.45;
|
||
|
//tag_origin MoveTo( tag_origin.origin + forward * 32 + up * -16, time, time * 0.4, time * 0.4 );
|
||
|
tag_origin MoveTo( tag_origin.origin + forward * 32 + up * -14, time, time * 0.4, time * 0.4 );
|
||
|
// tag_origin thread maps\_debug::drawtagforever( "tag_origin" );
|
||
|
wait( time );
|
||
|
level.player SetMoveSpeedScale( 0.5 );
|
||
|
|
||
|
thread player_slows_down();
|
||
|
|
||
|
level.player unlink();
|
||
|
level.price_breach_ent thread price_breach_ent_rotatesto_player();
|
||
|
level.price_breach_ent thread price_breach_ent_movesto_player();
|
||
|
}
|
||
|
|
||
|
player_slows_down()
|
||
|
{
|
||
|
wait( 0.25 );
|
||
|
blend = level create_blend( ::player_loses_speedscale, 0.5, 0 );
|
||
|
blend.time = 1.5;
|
||
|
}
|
||
|
|
||
|
price_breach_ent_movesto_player()
|
||
|
{
|
||
|
self endon( "stop_following_player" );
|
||
|
wait( 1.5 );
|
||
|
for ( ;; )
|
||
|
{
|
||
|
self moveto( level.player.origin, 2, 0, 0 );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
price_breach_ent_rotatesto_player()
|
||
|
{
|
||
|
self endon( "stop_following_player" );
|
||
|
ent = spawn( "script_origin", (0,0,0) );
|
||
|
for ( ;; )
|
||
|
{
|
||
|
start = level.player.origin;
|
||
|
start = set_z( start, 0 );
|
||
|
end = self.origin;
|
||
|
end = set_z( end, 0 );
|
||
|
|
||
|
angles = vectortoangles( start - end );
|
||
|
|
||
|
forward = anglestoforward( angles );
|
||
|
my_forward = anglestoforward( self.angles );
|
||
|
my_right = anglestoright( self.angles );
|
||
|
|
||
|
dot = vectordot( forward, my_right );
|
||
|
ent.angles = self.angles;
|
||
|
|
||
|
yaw_dif = abs( acos( dot ) );
|
||
|
|
||
|
rotate = 2;
|
||
|
if ( rotate > yaw_dif )
|
||
|
rotate = yaw_dif;
|
||
|
|
||
|
if ( dot < 0 )
|
||
|
{
|
||
|
ent addyaw( rotate );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent addyaw( rotate * -1 );
|
||
|
}
|
||
|
|
||
|
//self rotateto( angles, 0.1, 0, 0 );
|
||
|
self rotateto( ent.angles, 0.15 );
|
||
|
|
||
|
|
||
|
//println( "dot " + dot * 100 );
|
||
|
//angles += (0,-90,0);
|
||
|
//self rotateto( angles, 0.1, 0, 0 );
|
||
|
//self moveto( level.player.origin, 0.1, 0, 0 );
|
||
|
wait( 0.15 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_loses_speedscale( progress, start, end )
|
||
|
{
|
||
|
level.player setmovespeedscale( start * ( 1 - progress ) + end * progress );
|
||
|
}
|
||
|
|
||
|
manhandler_think()
|
||
|
{
|
||
|
level endon( "mission failed" );
|
||
|
if ( GetDvar( "hostage_missionfail" ) == "1" )
|
||
|
{
|
||
|
level endon( "player_shot_a_hostage" );
|
||
|
}
|
||
|
self thread magic_bullet_shield();
|
||
|
self setFlashbangImmunity( true );
|
||
|
if ( !flag( "no_mercy" ) )
|
||
|
self.ignoreme = true;
|
||
|
self.grenadeawareness = 0;
|
||
|
wait( 1 );
|
||
|
/*-----------------------
|
||
|
GET POINTERS TO THE HOSTAGES I WILL MANHANDLE
|
||
|
-------------------------*/
|
||
|
aHostages = [];
|
||
|
aAI = GetAISpeciesArray( "neutral", "civilian" );
|
||
|
foreach ( guy in aAI )
|
||
|
{
|
||
|
if ( !isdefined( guy.readyToBeManhandled ) )
|
||
|
continue;
|
||
|
if ( ( IsDefined( guy.script_slowmo_breach ) ) && ( guy.script_slowmo_breach == self.script_slowmo_breach ) )
|
||
|
{
|
||
|
if ( ( IsDefined( guy.script_noteworthy ) ) && ( IsSubStr( guy.script_noteworthy, "manhandled" ) ) )
|
||
|
aHostages = array_add( aHostages, guy );
|
||
|
}
|
||
|
}
|
||
|
AssertEx( aHostages.size > 0, "Manhandler with export " + self.export + " can not find any hostages with script_noteworthy containing 'manhandled*' in its script_slomo_breach number" );
|
||
|
|
||
|
/*-----------------------
|
||
|
WAIT FOR ALL ASSOCIATED HOSTAGES TO BE READY TO BE MANHANDLED
|
||
|
-------------------------*/
|
||
|
iCounter = aHostages.size;
|
||
|
tempArray = aHostages;
|
||
|
while ( iCounter > 0 )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
foreach ( guy in tempArray )
|
||
|
{
|
||
|
// This shouldn't be necessary?
|
||
|
if ( !isdefined( guy ) || guy.readyToBeManhandled == true )
|
||
|
{
|
||
|
tempArray = array_remove( tempArray, guy );
|
||
|
iCounter--;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
/*-----------------------
|
||
|
TELL MANHANDLER TO START MANHANDLE SEQUENCE
|
||
|
-------------------------*/
|
||
|
foreach ( guy in aHostages )
|
||
|
{
|
||
|
// This shouldn't be necessary?
|
||
|
if ( IsDefined( guy ) )
|
||
|
guy.startManhandling = true;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
assert_if_anim_not_defined( sAnim )
|
||
|
{
|
||
|
AssertEx( anim_exists( sAnim ), "Hostage with export " + self.export + " does not have animation " + sAnim + " defined in level.scr_anim" );
|
||
|
}
|
||
|
|
||
|
anim_exists( sAnim )
|
||
|
{
|
||
|
if ( IsDefined( level.scr_anim[ "generic" ][ sAnim ] ) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
///ScriptDocBegin
|
||
|
"Name: add_slowmo_breach_custom_function( <animation> , <function> )"
|
||
|
"Summary: Adds a custom slowmo breach function for guys using a specific animation"
|
||
|
"Module: SlowMo Breach"
|
||
|
"MandatoryArg: <animation>: The animation the guy plays "
|
||
|
"OptionalArg: <function>: The function to call on this guy"
|
||
|
"Example: add_slowmo_breach_custom_function( "execution_onknees_soldier", ::_slomo_breach_pistol_guy );"
|
||
|
"SPMP: singleplayer"
|
||
|
///ScriptDocEnd
|
||
|
=============
|
||
|
*/
|
||
|
add_slowmo_breach_custom_function( animation, function )
|
||
|
{
|
||
|
AssertEx( !isdefined( level._slowmo_functions[ animation ] ), "Tried to redefined function for slow mo breach guys with animation " + animation );
|
||
|
level._slowmo_functions[ animation ] = function;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
///ScriptDocBegin
|
||
|
"Name: add_slowmo_breacher()"
|
||
|
"Summary: Adds an AI to level.breachfriendlies so they will be considered as candidates to breach into rooms with multiple breach points"
|
||
|
"Module: SlowMo Breach"
|
||
|
"CallOn: Any friendly AI"
|
||
|
"Example: level.price add_slowmo_breacher();"
|
||
|
"SPMP: singleplayer"
|
||
|
///ScriptDocEnd
|
||
|
=============
|
||
|
*/
|
||
|
add_slowmo_breacher()
|
||
|
{
|
||
|
if ( !isdefined( self ) )
|
||
|
return;
|
||
|
AssertEx( IsAI( self ), "add_slomo_breacher() can only be called on a friendly AI" );
|
||
|
if ( !isdefined( level.breachfriendlies ) )
|
||
|
{
|
||
|
level.breachfriendlies = [];
|
||
|
level.breachfriendlies[ 0 ] = self;
|
||
|
}
|
||
|
else if ( is_in_array( level.breachfriendlies, self ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
level.breachfriendlies = array_add( level.breachfriendlies, self );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
///ScriptDocBegin
|
||
|
"Name: remove_slowmo_breacher()"
|
||
|
"Summary: Removes an AI from level.breachfriendlies so they will not be considered as a candidate to breach into rooms with multiple breach points"
|
||
|
"Module: SlowMo Breach"
|
||
|
"CallOn: Any friendly AI"
|
||
|
"Example: level.price remove_slowmo_breacher();"
|
||
|
"SPMP: singleplayer"
|
||
|
///ScriptDocEnd
|
||
|
=============
|
||
|
*/
|
||
|
remove_slowmo_breacher()
|
||
|
{
|
||
|
if ( !isdefined( self ) )
|
||
|
return;
|
||
|
AssertEx( IsAI( self ), "remove_slomo_breacher() can only be called on a friendly AI" );
|
||
|
if ( !isdefined( level.breachfriendlies ) )
|
||
|
return;
|
||
|
if ( is_in_array( level.breachfriendlies, self ) )
|
||
|
{
|
||
|
level.breachfriendlies = array_remove( level.breachfriendlies, self );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
breach_failed_to_start()
|
||
|
{
|
||
|
fail_funcs = [];
|
||
|
fail_funcs[ fail_funcs.size ] = ::isMeleeing;
|
||
|
fail_funcs[ fail_funcs.size ] = ::isSwitchingWeapon;
|
||
|
fail_funcs[ fail_funcs.size ] = ::IsThrowingGrenade;
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( player IsReloading() )
|
||
|
{
|
||
|
thread breach_reloading_hint();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( player using_illegal_breach_weapon() )
|
||
|
{
|
||
|
thread breach_bad_weapon_hint();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
foreach ( func in fail_funcs )
|
||
|
{
|
||
|
if ( player call [[ func ]]() )
|
||
|
{
|
||
|
thread breach_not_ready_hint();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
using_illegal_breach_weapon()
|
||
|
{
|
||
|
illegal_weapons = [];
|
||
|
illegal_weapons[ "riotshield" ] = true;
|
||
|
illegal_weapons[ "claymore" ] = true;
|
||
|
illegal_weapons[ "c4" ] = true;
|
||
|
illegal_weapons[ "none" ] = true;
|
||
|
|
||
|
weapon = self getCurrentWeapon();
|
||
|
|
||
|
return isdefined( illegal_weapons[ weapon ] );
|
||
|
}
|