2980 lines
77 KiB
Plaintext
2980 lines
77 KiB
Plaintext
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#include maps\_utility;
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#include animscripts\utility;
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#include common_scripts\utility;
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#include maps\_hud_util;
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// this script handles all major global gameskill considerations
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setSkill( reset )
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{
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if ( !isdefined( level.script ) )
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level.script = ToLower( GetDvar( "mapname" ) );
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if ( !isdefined( reset ) || reset == false )
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{
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if ( IsDefined( level.gameSkill ) )
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return;
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if ( !isdefined( level.custom_player_attacker ) )
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level.custom_player_attacker = ::return_false;
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level.global_damage_func_ads = ::empty_kill_func;
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level.global_damage_func = ::empty_kill_func;
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level.global_kill_func = ::empty_kill_func;
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if ( GetDvar( "arcademode" ) == "1" )
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thread maps\_arcademode::main();
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// first init stuff
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set_console_status();
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foreach ( player in level.players )
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{
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if ( is_coop() )
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{
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player ent_flag_init( "coop_downed" );
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player ent_flag_init( "coop_pause_bleedout_timer" );
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player ent_flag_init( "coop_proc_running" );
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player.coop = SpawnStruct();
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}
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player ent_flag_init( "player_has_red_flashing_overlay" );
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player ent_flag_init( "player_is_invulnerable" );
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player ent_flag_init( "player_zero_attacker_accuracy" );
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player ent_flag_init( "player_no_auto_blur" );
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player ent_flag_init( "near_death_vision_enabled" );
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player ent_flag_set( "near_death_vision_enabled" );
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player.gs = SpawnStruct();// gs = gameskill
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player.a = SpawnStruct();
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player.damage_functions = [];
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player maps\_player_stats::init_stats();
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player ent_flag_init( "global_hint_in_use" );
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if ( is_coop() )
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player ent_flag_init( "coop_is_dead" );
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player.pers = [];
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//player thread watchWeaponChange();
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if ( !isDefined( player.baseIgnoreRandomBulletDamage ) )
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player.baseIgnoreRandomBulletDamage = false;
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player.disabledWeapon = 0;
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player.disabledWeaponSwitch = 0;
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player.disabledUsability = 0;
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player SetOffhandPrimaryClass( "frag" );
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}
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level.difficultyType[ 0 ] = "easy";
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level.difficultyType[ 1 ] = "normal";
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level.difficultyType[ 2 ] = "hardened";
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level.difficultyType[ 3 ] = "veteran";
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// string not found for GAMESKILL_EASY
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level.difficultyString[ "easy" ] = &"GAMESKILL_EASY";
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// string not found for GAMESKILL_NORMAL
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level.difficultyString[ "normal" ] = &"GAMESKILL_NORMAL";
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// string not found for GAMESKILL_HARDENED
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level.difficultyString[ "hardened" ] = &"GAMESKILL_HARDENED";
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// string not found for GAMESKILL_VETERAN
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level.difficultyString[ "veteran" ] = &"GAMESKILL_VETERAN";
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//thread update_skill_on_change();
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/#
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thread playerHealthDebug();
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#/
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thread gameskill_change_monitor();
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}
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//createprintchannel( "script_autodifficulty" );
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SetDvarIfUninitialized( "autodifficulty_playerDeathTimer", 0 );
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anim.run_accuracy = 0.5;
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anim.walk_accuracy = 0.8;
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// if ( GetDvar( "autodifficulty_frac" ) == "" )
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SetDvar( "autodifficulty_frac", 0 );// disabled for now
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level.difficultySettings_frac_data_points = [];
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foreach ( player in level.players )
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{
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player init_take_cover_warnings();
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player thread increment_take_cover_warnings_on_death();
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}
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level.mg42badplace_mintime = 8;// minimum # of seconds a badplace is created on an mg42 after its operator dies
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level.mg42badplace_maxtime = 16;// maximum # of seconds a badplace is created on an mg42 after its operator dies
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// RIGHT NOW ONLY .25 AND .75 ARE USED for easy and normal
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// anim.playerGrenadeBaseTime
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level.difficultySettings[ "playerGrenadeBaseTime" ][ "easy" ] = 40000;
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level.difficultySettings[ "playerGrenadeBaseTime" ][ "normal" ] = 35000;
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level.difficultySettings[ "playerGrenadeBaseTime" ][ "hardened" ] = 25000;
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level.difficultySettings[ "playerGrenadeBaseTime" ][ "veteran" ] = 25000;
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// anim.playerGrenadeRangeTime
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level.difficultySettings[ "playerGrenadeRangeTime" ][ "easy" ] = 20000;
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level.difficultySettings[ "playerGrenadeRangeTime" ][ "normal" ] = 15000;
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level.difficultySettings[ "playerGrenadeRangeTime" ][ "hardened" ] = 10000;
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level.difficultySettings[ "playerGrenadeRangeTime" ][ "veteran" ] = 10000;
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// time between instances where 2 grenades land near player at once( hardcoded to never happen in easy )
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level.difficultySettings[ "playerDoubleGrenadeTime" ][ "easy" ] = 60 * 60 * 1000;
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level.difficultySettings[ "playerDoubleGrenadeTime" ][ "normal" ] = 150 * 1000;
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level.difficultySettings[ "playerDoubleGrenadeTime" ][ "hardened" ] = 90 * 1000;
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level.difficultySettings[ "playerDoubleGrenadeTime" ][ "veteran" ] = 90 * 1000;
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level.difficultySettings[ "double_grenades_allowed" ][ "easy" ] = false;
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level.difficultySettings[ "double_grenades_allowed" ][ "normal" ] = true;
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level.difficultySettings[ "double_grenades_allowed" ][ "hardened" ] = true;
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level.difficultySettings[ "double_grenades_allowed" ][ "veteran" ] = true;
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level.difficultySettings[ "threatbias" ][ "easy" ] = 100;
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level.difficultySettings[ "threatbias" ][ "normal" ] = 150;
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level.difficultySettings[ "threatbias" ][ "hardened" ] = 200;
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level.difficultySettings[ "threatbias" ][ "veteran" ] = 400;
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// level.longRegenTime
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// this var controls how long it takes before your health comes back
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//
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level.difficultySettings[ "base_enemy_accuracy" ][ "easy" ] = 0.9;
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level.difficultySettings[ "base_enemy_accuracy" ][ "normal" ] = 1.0;
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level.difficultySettings[ "base_enemy_accuracy" ][ "hardened" ] = 1.15;
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level.difficultySettings[ "base_enemy_accuracy" ][ "veteran" ] = 1.15;
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// lower numbers = higher accuracy for AI at a distance
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level.difficultySettings[ "accuracyDistScale" ][ "easy" ] = 1.0;
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level.difficultySettings[ "accuracyDistScale" ][ "normal" ] = 1.0;
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level.difficultySettings[ "accuracyDistScale" ][ "hardened" ] = 0.6;
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level.difficultySettings[ "accuracyDistScale" ][ "veteran" ] = 0.8; // too many other things make it more difficult
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// anim.min_sniper_burst_delay_time
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level.difficultySettings[ "min_sniper_burst_delay_time" ][ "easy" ] = 3.0;
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level.difficultySettings[ "min_sniper_burst_delay_time" ][ "normal" ] = 2.0;
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level.difficultySettings[ "min_sniper_burst_delay_time" ][ "hardened" ] = 1.5;
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level.difficultySettings[ "min_sniper_burst_delay_time" ][ "veteran" ] = 1.1;
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// anim.max_sniper_burst_delay_time
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level.difficultySettings[ "max_sniper_burst_delay_time" ][ "easy" ] = 4.0;
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level.difficultySettings[ "max_sniper_burst_delay_time" ][ "normal" ] = 3.0;
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level.difficultySettings[ "max_sniper_burst_delay_time" ][ "hardened" ] = 2.0;
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level.difficultySettings[ "max_sniper_burst_delay_time" ][ "veteran" ] = 1.5;
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level.difficultySettings[ "dog_health" ][ "easy" ] = 0.25;
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level.difficultySettings[ "dog_health" ][ "normal" ] = 0.75;
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level.difficultySettings[ "dog_health" ][ "hardened" ] = 1.0;
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level.difficultySettings[ "dog_health" ][ "veteran" ] = 1.0;
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level.difficultySettings[ "dog_presstime" ][ "easy" ] = 415;
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level.difficultySettings[ "dog_presstime" ][ "normal" ] = 375;
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level.difficultySettings[ "dog_presstime" ][ "hardened" ] = 250;
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level.difficultySettings[ "dog_presstime" ][ "veteran" ] = 225;
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level.difficultySettings[ "dog_hits_before_kill" ][ "easy" ] = 2;
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level.difficultySettings[ "dog_hits_before_kill" ][ "normal" ] = 1;
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level.difficultySettings[ "dog_hits_before_kill" ][ "hardened" ] = 0;
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level.difficultySettings[ "dog_hits_before_kill" ][ "veteran" ] = 0;
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// anim.pain_test
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level.difficultySettings[ "pain_test" ][ "easy" ] = ::always_pain;
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level.difficultySettings[ "pain_test" ][ "normal" ] = ::always_pain;
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level.difficultySettings[ "pain_test" ][ "hardened" ] = ::pain_protection;
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level.difficultySettings[ "pain_test" ][ "veteran" ] = ::pain_protection;
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// missTime is a number based on the distance from the AI to the player + some baseline
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// it simulates bad aim as the AI starts shooting, and helps give the player a warning before they get hit.
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// this is used for auto and semi auto.
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// missTime = missTimeConstant + distance * missTimeDistanceFactor
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level.difficultySettings[ "missTimeConstant" ][ "easy" ] = 1.0;// 0.2;// 0.3;
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level.difficultySettings[ "missTimeConstant" ][ "normal" ] = 0.05;// 0.1;
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level.difficultySettings[ "missTimeConstant" ][ "hardened" ] = 0;// 0.04;
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level.difficultySettings[ "missTimeConstant" ][ "veteran" ] = 0;// 0.03;
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// determines which misstime constant to use based on difficulty frac. Hard and Vet use their own settings.
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level.difficultySettings[ "missTimeDistanceFactor" ][ "easy" ] = 0.8 / 1000;// 0.4
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level.difficultySettings[ "missTimeDistanceFactor" ][ "normal" ] = 0.1 / 1000;
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level.difficultySettings[ "missTimeDistanceFactor" ][ "hardened" ] = 0.05 / 1000;
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level.difficultySettings[ "missTimeDistanceFactor" ][ "veteran" ] = 0;
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// determines which missTimeDistanceFactor to use based on difficulty frac. Hard and Vet use their own settings.
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level.difficultySettings[ "flashbangedInvulFactor" ][ "easy" ] = 0.25;
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level.difficultySettings[ "flashbangedInvulFactor" ][ "normal" ] = 0;
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level.difficultySettings[ "flashbangedInvulFactor" ][ "hardened" ] = 0;
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level.difficultySettings[ "flashbangedInvulFactor" ][ "veteran" ] = 0;
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// currently disabled
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// bullets do enough damage to instantly put player in red flashing at this distance
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level.difficultySettings[ "player_criticalBulletDamageDist" ][ "easy" ] = 0;// 200
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level.difficultySettings[ "player_criticalBulletDamageDist" ][ "normal" ] = 0;// 200
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level.difficultySettings[ "player_criticalBulletDamageDist" ][ "hardened" ] = 0;
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level.difficultySettings[ "player_criticalBulletDamageDist" ][ "veteran" ] = 0;
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// Death Invulnerable Time controls how long the player is death-proof after going into red flashing
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// This protection resets after the player recovers full health.
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level.difficultySettings[ "player_deathInvulnerableTime" ][ "easy" ] = 4000;
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level.difficultySettings[ "player_deathInvulnerableTime" ][ "normal" ] = 2500;
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level.difficultySettings[ "player_deathInvulnerableTime" ][ "hardened" ] = 600;
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level.difficultySettings[ "player_deathInvulnerableTime" ][ "veteran" ] = 100;
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// level.invulTime_preShield: time player is invulnerable when hit before their health is low enough for a red overlay( should be very short )
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level.difficultySettings[ "invulTime_preShield" ][ "easy" ] = 0.6;
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level.difficultySettings[ "invulTime_preShield" ][ "normal" ] = 0.5;
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level.difficultySettings[ "invulTime_preShield" ][ "hardened" ] = 0.3;
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level.difficultySettings[ "invulTime_preShield" ][ "veteran" ] = 0.0;
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// level.invulTime_onShield: time player is invulnerable when hit the first time they get a red health overlay( should be reasonably long )
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// should not be more than or too much lower than player_deathInvulnerableTime
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level.difficultySettings[ "invulTime_onShield" ][ "easy" ] = 1.6;
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level.difficultySettings[ "invulTime_onShield" ][ "normal" ] = 1.0;
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level.difficultySettings[ "invulTime_onShield" ][ "hardened" ] = 0.5;
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level.difficultySettings[ "invulTime_onShield" ][ "veteran" ] = 0.25;
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// level.invulTime_postShield: time player is invulnerable when hit after the red health overlay is already up( should be short )
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level.difficultySettings[ "invulTime_postShield" ][ "easy" ] = 0.5;
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level.difficultySettings[ "invulTime_postShield" ][ "normal" ] = 0.4;
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level.difficultySettings[ "invulTime_postShield" ][ "hardened" ] = 0.3;
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level.difficultySettings[ "invulTime_postShield" ][ "veteran" ] = 0.0;
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// level.playerHealth_RegularRegenDelay
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// The delay before you regen health after getting hurt
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level.difficultySettings[ "playerHealth_RegularRegenDelay" ][ "easy" ] = 4000;
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level.difficultySettings[ "playerHealth_RegularRegenDelay" ][ "normal" ] = 4000;
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level.difficultySettings[ "playerHealth_RegularRegenDelay" ][ "hardened" ] = 3000;
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level.difficultySettings[ "playerHealth_RegularRegenDelay" ][ "veteran" ] = 1200;
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// level.worthyDamageRatio( player must recieve this much damage as a fraction of maxhealth to get invulTime_PREshield. )
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level.difficultySettings[ "worthyDamageRatio" ][ "easy" ] = 0.0;
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level.difficultySettings[ "worthyDamageRatio" ][ "normal" ] = 0.1;
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level.difficultySettings[ "worthyDamageRatio" ][ "hardened" ] = 0.3;
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level.difficultySettings[ "worthyDamageRatio" ][ "veteran" ] = 0.3;
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// level.playerDifficultyHealth
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// the amount of health you have in this difficulty
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level.difficultySettings[ "playerDifficultyHealth" ][ "easy" ] = 475;
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level.difficultySettings[ "playerDifficultyHealth" ][ "normal" ] = 275;
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level.difficultySettings[ "playerDifficultyHealth" ][ "hardened" ] = 165;
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level.difficultySettings[ "playerDifficultyHealth" ][ "veteran" ] = 115;
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// If you go to red flashing, the amount of time before your health regens
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level.difficultySettings[ "longRegenTime" ][ "easy" ] = 5000;
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level.difficultySettings[ "longRegenTime" ][ "normal" ] = 5000;
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level.difficultySettings[ "longRegenTime" ][ "hardened" ] = 3200;
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level.difficultySettings[ "longRegenTime" ][ "veteran" ] = 3200;
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// level.healthOverlayCutoff
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level.difficultySettings[ "healthOverlayCutoff" ][ "easy" ] = 0.02;
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level.difficultySettings[ "healthOverlayCutoff" ][ "normal" ] = 0.02;
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level.difficultySettings[ "healthOverlayCutoff" ][ "hardened" ] = 0.02;
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level.difficultySettings[ "healthOverlayCutoff" ][ "veteran" ] = 0.02;
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// self.gs.regenRate
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// the rate you regen health once it starts to regen
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level.difficultySettings[ "health_regenRate" ][ "easy" ] = 0.02;
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level.difficultySettings[ "health_regenRate" ][ "normal" ] = 0.02;
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level.difficultySettings[ "health_regenRate" ][ "hardened" ] = 0.02;
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level.difficultySettings[ "health_regenRate" ][ "veteran" ] = 0.02;
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// level.explosiveplanttime
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level.difficultySettings[ "explosivePlantTime" ][ "easy" ] = 10;
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level.difficultySettings[ "explosivePlantTime" ][ "normal" ] = 10;
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level.difficultySettings[ "explosivePlantTime" ][ "hardened" ] = 5;
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level.difficultySettings[ "explosivePlantTime" ][ "veteran" ] = 5;
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// Once a player is downed, the other player gets this much time before they can be downed.
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level.difficultySettings[ "player_downed_buffer_time" ][ "normal" ] = 2;
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level.difficultySettings[ "player_downed_buffer_time" ][ "hardened" ] = 1.5;
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level.difficultySettings[ "player_downed_buffer_time" ][ "veteran" ] = 0;
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// in case there are no enties in the map.
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level.lastPlayerSighted = 0;
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if ( IsDefined( level.custom_gameskill_func ) )
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[[ level.custom_gameskill_func ]]();
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if ( coop_with_one_player_downed() )
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{
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make_remaining_player_a_little_stronger();
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}
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updateGameSkill();
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updateAllDifficulty();
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// not sure what to do with this
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SetDvar( "autodifficulty_original_setting", level.gameskill );
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SetSavedDvar( "player_meleeDamageMultiplier", 100 / 250 );
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}
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solo_player_in_special_ops()
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{
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AssertEx( level.players.size == 1, "This function is only for special ops featuring 1 player." );
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SetSavedDvar( "ai_accuracy_attackercountDecrease", "0.6" );
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SetSavedDvar( "player_deathInvulnerableToMelee", "1" );
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||
|
// The delay before you regen health after getting hurt
|
||
|
level.difficultySettings[ "playerHealth_RegularRegenDelay" ][ "normal" ] = 2000;
|
||
|
level.difficultySettings[ "playerHealth_RegularRegenDelay" ][ "hardened" ] = 2000;
|
||
|
level.difficultySettings[ "playerHealth_RegularRegenDelay" ][ "veteran" ] = 900;
|
||
|
|
||
|
level.difficultySettings[ "invulTime_onShield" ][ "normal" ] = 2.5;
|
||
|
|
||
|
// Death Invulnerable Time controls how long the player is death-proof after going into red flashing
|
||
|
// This protection resets after the player recovers full health.
|
||
|
level.difficultySettings[ "player_deathInvulnerableTime" ][ "normal" ] = 3000;
|
||
|
level.difficultySettings[ "player_deathInvulnerableTime" ][ "hardened" ] = 1300;
|
||
|
level.difficultySettings[ "player_deathInvulnerableTime" ][ "veteran" ] = 800;
|
||
|
|
||
|
|
||
|
// if you go into red flashing, this long before health comes back
|
||
|
level.difficultySettings[ "longRegenTime" ][ "normal" ] = 4500;
|
||
|
level.difficultySettings[ "longRegenTime" ][ "hardened" ] = 4500;
|
||
|
level.difficultySettings[ "longRegenTime" ][ "veteran" ] = 4500;
|
||
|
|
||
|
// how much health you have
|
||
|
level.difficultySettings[ "playerDifficultyHealth" ][ "normal" ] = 350;
|
||
|
level.difficultySettings[ "playerDifficultyHealth" ][ "hardened" ] = 205;
|
||
|
level.difficultySettings[ "playerDifficultyHealth" ][ "veteran" ] = 205;
|
||
|
|
||
|
SetSavedDvar( "player_meleeDamageMultiplier", 0.5 );
|
||
|
}
|
||
|
|
||
|
solo_player_in_coop_gameskill_settings()
|
||
|
{
|
||
|
// In missions where one player is on the ground and the other is in a vehicle, both players fail if the player
|
||
|
// on the ground dies, so we buff up the ground player a little so he has a better chance, since nobody is going to
|
||
|
// revive him.
|
||
|
AssertEx( level.players.size == 2, "This function is only for special ops featuring 2 players." );
|
||
|
|
||
|
// Improve DIT so you don't die so easily when you go into red flashing.
|
||
|
// Death Invulnerable Time controls how long the player is death-proof after going into red flashing
|
||
|
// This protection resets after the player recovers full health.
|
||
|
level.difficultySettings[ "player_deathInvulnerableTime" ][ "normal" ] = 2500;// from 600ms
|
||
|
level.difficultySettings[ "player_deathInvulnerableTime" ][ "hardened" ] = 1200;// from 600ms
|
||
|
level.difficultySettings[ "player_deathInvulnerableTime" ][ "veteran" ] = 200;// from 100ms
|
||
|
|
||
|
|
||
|
multiplier = 1.35;
|
||
|
// give players more health when their buddy is laid up
|
||
|
level.difficultySettings[ "playerDifficultyHealth" ][ "normal" ] = Int( 275 * multiplier );
|
||
|
level.difficultySettings[ "playerDifficultyHealth" ][ "hardened" ] = Int( 165 * multiplier );
|
||
|
level.difficultySettings[ "playerDifficultyHealth" ][ "veteran" ] = Int( 115 * 1.2 );
|
||
|
}
|
||
|
|
||
|
make_remaining_player_a_little_stronger()
|
||
|
{
|
||
|
// Improve DIT so you don't die so easily when you go into red flashing.
|
||
|
// Death Invulnerable Time controls how long the player is death-proof after going into red flashing
|
||
|
// This protection resets after the player recovers full health.
|
||
|
level.difficultySettings[ "player_deathInvulnerableTime" ][ "normal" ] = 2500;
|
||
|
level.difficultySettings[ "player_deathInvulnerableTime" ][ "hardened" ] = 1000;// from 600ms
|
||
|
//level.difficultySettings[ "player_deathInvulnerableTime" ][ "veteran" ] = 200; // from 100ms
|
||
|
|
||
|
|
||
|
multiplier = 1.25;
|
||
|
// give players more health when their buddy is laid up
|
||
|
level.difficultySettings[ "playerDifficultyHealth" ][ "normal" ] = Int( 275 * multiplier );
|
||
|
level.difficultySettings[ "playerDifficultyHealth" ][ "hardened" ] = Int( 165 * multiplier );
|
||
|
//level.difficultySettings[ "playerDifficultyHealth" ][ "veteran" ] = Int( 115 * 1.12 );
|
||
|
}
|
||
|
|
||
|
updateAllDifficulty()
|
||
|
{
|
||
|
setGlobalDifficulty();
|
||
|
|
||
|
for ( i = 0; i < level.players.size; i++ )
|
||
|
{
|
||
|
level.players[ i ] setDifficulty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
setDifficulty()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
Assert( IsDefined( self.gameskill ) );
|
||
|
|
||
|
self set_difficulty_from_locked_settings();
|
||
|
}
|
||
|
|
||
|
// if level.gameskill changes, we need to call this
|
||
|
setGlobalDifficulty()
|
||
|
{
|
||
|
difficulty_func = ::get_locked_difficulty_val_global;
|
||
|
|
||
|
//logString( "difficulty: " + level.gameSkill );
|
||
|
|
||
|
current_skill = get_skill_from_index( level.gameskill );
|
||
|
anim.dog_health = [[ difficulty_func ]]( "dog_health", level.gameskill );
|
||
|
anim.pain_test = level.difficultySettings[ "pain_test" ][ current_skill ];
|
||
|
level.explosiveplanttime = level.difficultySettings[ "explosivePlantTime" ][ current_skill ];
|
||
|
|
||
|
anim.min_sniper_burst_delay_time = [[ difficulty_func ]]( "min_sniper_burst_delay_time", level.gameskill );
|
||
|
anim.max_sniper_burst_delay_time = [[ difficulty_func ]]( "max_sniper_burst_delay_time", level.gameskill );
|
||
|
|
||
|
SetSavedDvar( "ai_accuracyDistScale", [[ difficulty_func ]]( "accuracyDistScale", level.gameskill ) );
|
||
|
|
||
|
|
||
|
if ( is_coop() )
|
||
|
{
|
||
|
// Once a player is downed, the other player gets this much time before they can be downed.
|
||
|
AssertEx( IsDefined( level.difficultySettings[ "player_downed_buffer_time" ][ current_skill ] ), "No player_downed_buffer_time for " + current_skill );
|
||
|
level.player_downed_death_buffer_time = level.difficultySettings[ "player_downed_buffer_time" ][ current_skill ];
|
||
|
}
|
||
|
|
||
|
|
||
|
maps\_mgturret::setdifficulty();
|
||
|
}
|
||
|
|
||
|
updateGameSkill()
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
player.gameskill = player get_player_gameskill();
|
||
|
|
||
|
level.gameskill = level.player.gameskill;
|
||
|
if ( is_coop() && ( level.player2.gameskill > level.gameskill ) )
|
||
|
level.gameskill = level.player2.gameskill;
|
||
|
|
||
|
level.specops_reward_gameskill = level.player.gameskill;
|
||
|
if ( is_coop() && ( level.player2.gameskill < level.specops_reward_gameskill ) )
|
||
|
level.specops_reward_gameskill = level.player2.gameskill;
|
||
|
|
||
|
if ( IsDefined( level.forcedgameskill ) )
|
||
|
level.gameskill = level.forcedgameskill;
|
||
|
|
||
|
Assert( level.gameSkill >= 0 && level.gameSkill <= 3 );
|
||
|
|
||
|
// Decrement the level.player's gameskill if playing Special Ops and not in coop
|
||
|
// if ( is_specialop() && !is_coop() )
|
||
|
// {
|
||
|
// level.player.gameskill--;
|
||
|
// if ( level.player.gameskill < 0 )
|
||
|
// level.player.gameskill = 0;
|
||
|
// }
|
||
|
|
||
|
return level.gameSkill;
|
||
|
}
|
||
|
|
||
|
gameskill_change_monitor()
|
||
|
{
|
||
|
current_gameskill = level.gameSkill;
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
if ( !isdefined( current_gameskill ) )
|
||
|
{
|
||
|
wait 1;
|
||
|
current_gameskill = level.gameSkill;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( current_gameskill != updateGameSkill() )
|
||
|
{
|
||
|
current_gameskill = level.gameSkill;
|
||
|
updateAllDifficulty();
|
||
|
}
|
||
|
|
||
|
wait 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
get_skill_from_index( index )
|
||
|
{
|
||
|
return level.difficultyType[ index ];
|
||
|
}
|
||
|
|
||
|
aa_should_start_fresh()
|
||
|
{
|
||
|
if ( level.script == "killhouse" )
|
||
|
return true;
|
||
|
return level.gameskill == GetDvarInt( "autodifficulty_original_setting" );
|
||
|
}
|
||
|
|
||
|
apply_difficulty_frac_with_func( difficulty_func, current_frac )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
// TODO: put these properties on the player somehow
|
||
|
|
||
|
//prof_begin( "apply_difficulty_frac_with_func" );
|
||
|
|
||
|
self.gs.invulTime_preShield = [[ difficulty_func ]]( "invulTime_preShield", current_frac );
|
||
|
self.gs.invulTime_onShield = [[ difficulty_func ]]( "invulTime_onShield", current_frac );
|
||
|
self.gs.invulTime_postShield = [[ difficulty_func ]]( "invulTime_postShield", current_frac );
|
||
|
self.gs.playerHealth_RegularRegenDelay = [[ difficulty_func ]]( "playerHealth_RegularRegenDelay", current_frac );
|
||
|
self.gs.worthyDamageRatio = [[ difficulty_func ]]( "worthyDamageRatio", current_frac );
|
||
|
|
||
|
self.threatbias = Int( [[ difficulty_func ]]( "threatbias", current_frac ) );
|
||
|
|
||
|
self.gs.longRegenTime = [[ difficulty_func ]]( "longRegenTime", current_frac );
|
||
|
self.gs.healthOverlayCutoff = [[ difficulty_func ]]( "healthOverlayCutoff", current_frac );
|
||
|
self.gs.regenRate = [[ difficulty_func ]]( "health_regenRate", current_frac );
|
||
|
|
||
|
|
||
|
self.gs.player_attacker_accuracy = [[ difficulty_func ]]( "base_enemy_accuracy", current_frac );
|
||
|
update_player_attacker_accuracy();
|
||
|
|
||
|
self.gs.playerGrenadeBaseTime = Int( [[ difficulty_func ]]( "playerGrenadeBaseTime", current_frac ) );
|
||
|
self.gs.playerGrenadeRangeTime = Int( [[ difficulty_func ]]( "playerGrenadeRangeTime", current_frac ) );
|
||
|
self.gs.playerDoubleGrenadeTime = Int( [[ difficulty_func ]]( "playerDoubleGrenadeTime", current_frac ) );
|
||
|
|
||
|
self.gs.min_sniper_burst_delay_time = [[ difficulty_func ]]( "min_sniper_burst_delay_time", current_frac );
|
||
|
self.gs.max_sniper_burst_delay_time = [[ difficulty_func ]]( "max_sniper_burst_delay_time", current_frac );
|
||
|
|
||
|
self.gs.dog_presstime = [[ difficulty_func ]]( "dog_presstime", current_frac );
|
||
|
|
||
|
// Death Invulnerable Time controls how long the player is death-proof after going into red flashing
|
||
|
// This protection resets after the player recovers full health.
|
||
|
self.deathInvulnerableTime = Int( [[ difficulty_func ]]( "player_deathInvulnerableTime", current_frac ) );
|
||
|
self.criticalBulletDamageDist = Int( [[ difficulty_func ]]( "player_criticalBulletDamageDist", current_frac ) );
|
||
|
|
||
|
self.damageMultiplier = 100 / [[ difficulty_func ]]( "playerDifficultyHealth", current_frac );
|
||
|
|
||
|
//prof_end( "apply_difficulty_frac_with_func" );
|
||
|
}
|
||
|
|
||
|
update_player_attacker_accuracy()
|
||
|
{
|
||
|
if ( self ent_flag( "player_zero_attacker_accuracy" ) )
|
||
|
return;
|
||
|
|
||
|
self.IgnoreRandomBulletDamage = self.baseIgnoreRandomBulletDamage;
|
||
|
self.attackeraccuracy = self.gs.player_attacker_accuracy;
|
||
|
}
|
||
|
|
||
|
apply_difficulty_step_with_func( difficulty_func, current_frac )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
// TODO: put these properties on the player somehow
|
||
|
|
||
|
//prof_begin( "apply_difficulty_step_with_func" );
|
||
|
|
||
|
// sets the value of difficulty settings that can't blend between two
|
||
|
self.gs.missTimeConstant = [[ difficulty_func ]]( "missTimeConstant", current_frac );
|
||
|
self.gs.missTimeDistanceFactor = [[ difficulty_func ]]( "missTimeDistanceFactor", current_frac );
|
||
|
self.gs.dog_hits_before_kill = [[ difficulty_func ]]( "dog_hits_before_kill", current_frac );
|
||
|
self.gs.double_grenades_allowed = [[ difficulty_func ]]( "double_grenades_allowed", current_frac );
|
||
|
|
||
|
//prof_end( "apply_difficulty_step_with_func" );
|
||
|
}
|
||
|
|
||
|
set_difficulty_from_locked_settings()
|
||
|
{
|
||
|
apply_difficulty_frac_with_func( ::get_locked_difficulty_val_player, 1 );
|
||
|
apply_difficulty_step_with_func( ::get_locked_difficulty_step_val_player, 1 );
|
||
|
}
|
||
|
|
||
|
get_locked_difficulty_step_val_player( system, ignored )
|
||
|
{
|
||
|
return level.difficultySettings[ system ][ get_skill_from_index( self.gameskill ) ];
|
||
|
}
|
||
|
|
||
|
get_locked_difficulty_step_val_global( system, ignored )
|
||
|
{
|
||
|
return level.difficultySettings[ system ][ get_skill_from_index( level.gameskill ) ];
|
||
|
}
|
||
|
|
||
|
get_blended_difficulty( system, current_frac )
|
||
|
{
|
||
|
//prof_begin( "get_blended_difficulty" );
|
||
|
|
||
|
// get the value from the available data points
|
||
|
difficulty_array = level.difficultySettings_frac_data_points[ system ];
|
||
|
Assert( IsDefined( difficulty_array ) );
|
||
|
Assert( difficulty_array.size >= 1 );
|
||
|
|
||
|
for ( i = 1; i < difficulty_array.size; i++ )
|
||
|
{
|
||
|
high_frac = difficulty_array[ i ][ "frac" ];
|
||
|
high_val = difficulty_array[ i ][ "val" ];
|
||
|
|
||
|
if ( current_frac <= high_frac )
|
||
|
{
|
||
|
low_frac = difficulty_array[ i - 1 ][ "frac" ];
|
||
|
low_val = difficulty_array[ i - 1 ][ "val" ];
|
||
|
|
||
|
frac_range = high_frac - low_frac;
|
||
|
val_range = high_val - low_val;
|
||
|
|
||
|
base_frac = current_frac - low_frac;
|
||
|
|
||
|
result_frac = base_frac / frac_range;
|
||
|
|
||
|
return low_val + result_frac * val_range;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//prof_end( "get_blended_difficulty" );
|
||
|
|
||
|
return difficulty_array[ difficulty_array.size - 1 ][ "val" ];
|
||
|
}
|
||
|
|
||
|
|
||
|
getCurrentDifficultySetting( msg )
|
||
|
{
|
||
|
return level.difficultySettings[ msg ][ get_skill_from_index( self.gameskill ) ];
|
||
|
}
|
||
|
|
||
|
getRatio( msg, min, max )
|
||
|
{
|
||
|
return( level.difficultySettings[ msg ][ level.difficultyType[ min ] ] * ( 100 - GetDvarInt( "autodifficulty_frac" ) ) + level.difficultySettings[ msg ][ level.difficultyType[ max ] ] * GetDvarInt( "autodifficulty_frac" ) ) * 0.01;
|
||
|
}
|
||
|
|
||
|
get_locked_difficulty_val_player( msg, ignored )// ignored is there because this is used as a function pointer with another function that does have a second parm
|
||
|
{
|
||
|
return level.difficultySettings[ msg ][ get_skill_from_index( self.gameskill ) ];
|
||
|
}
|
||
|
|
||
|
get_locked_difficulty_val_global( msg, ignored )
|
||
|
{
|
||
|
return level.difficultySettings[ msg ][ get_skill_from_index( level.gameskill ) ];
|
||
|
}
|
||
|
|
||
|
always_pain()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
pain_protection()
|
||
|
{
|
||
|
if ( !pain_protection_check() )
|
||
|
return false;
|
||
|
|
||
|
return( RandomInt( 100 ) > 25 );
|
||
|
}
|
||
|
|
||
|
pain_protection_check()
|
||
|
{
|
||
|
if ( !isalive( self.enemy ) )
|
||
|
return false;
|
||
|
|
||
|
if ( !isplayer( self.enemy ) )
|
||
|
return false;
|
||
|
|
||
|
if ( !isalive( level.painAI ) || level.painAI.script != "pain" )
|
||
|
level.painAI = self;
|
||
|
|
||
|
// The pain AI can always take pain, so if the player focuses on one guy he'll see pain animations.
|
||
|
if ( self == level.painAI )
|
||
|
return false;
|
||
|
|
||
|
if ( self.damageWeapon != "none" && WeaponIsBoltAction( self.damageWeapon ) )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/#
|
||
|
playerHealthDebug()
|
||
|
{
|
||
|
waittillframeend;// for init to finish
|
||
|
SetDvarIfUninitialized( "scr_health_debug", "0" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
while ( 1 )
|
||
|
{
|
||
|
if ( GetDebugDvar( "scr_health_debug" ) == "1" )
|
||
|
break;
|
||
|
wait .5;
|
||
|
}
|
||
|
thread printHealthDebug();
|
||
|
while ( 1 )
|
||
|
{
|
||
|
if ( GetDebugDvar( "scr_health_debug" ) != "1" )
|
||
|
break;
|
||
|
wait .5;
|
||
|
}
|
||
|
level notify( "stop_printing_health_bars" );
|
||
|
destroyHealthDebug();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
printHealthDebug()
|
||
|
{
|
||
|
level notify( "stop_printing_health_bars" );
|
||
|
level endon( "stop_printing_health_bars" );
|
||
|
|
||
|
x = 40;
|
||
|
y = 40;
|
||
|
|
||
|
level.healthBarHudElems = [];
|
||
|
|
||
|
healthBarKeys[ 0 ] = "Health";
|
||
|
healthBarKeys[ 1 ] = "No Hit Time";
|
||
|
healthBarKeys[ 2 ] = "No Die Time";
|
||
|
|
||
|
for ( playerIndex = 0; playerIndex < level.players.size; playerIndex++ )
|
||
|
{
|
||
|
player = level.players[ playerIndex ];
|
||
|
if ( !isDefined( player.playerInvulTimeEnd ) )
|
||
|
player.playerInvulTimeEnd = 0;
|
||
|
if ( !isDefined( player.deathInvulnerableTimeout ) )
|
||
|
player.deathInvulnerableTimeout = 0;
|
||
|
|
||
|
for ( i = 0; i < healthBarKeys.size; i++ )
|
||
|
{
|
||
|
key = healthBarKeys[ i ];
|
||
|
|
||
|
textelem = NewHudElem();
|
||
|
textelem.x = x;
|
||
|
textelem.y = y;
|
||
|
textelem.alignX = "left";
|
||
|
textelem.alignY = "top";
|
||
|
textelem.horzAlign = "fullscreen";
|
||
|
textelem.vertAlign = "fullscreen";
|
||
|
textelem SetText( "Player " + ( playerIndex + 1 ) + " " + key );
|
||
|
|
||
|
bar = NewHudElem();
|
||
|
bar.x = x + 80;
|
||
|
bar.y = y + 2;
|
||
|
bar.alignX = "left";
|
||
|
bar.alignY = "top";
|
||
|
bar.horzAlign = "fullscreen";
|
||
|
bar.vertAlign = "fullscreen";
|
||
|
bar SetShader( "black", 1, 8 );
|
||
|
|
||
|
textelem.bar = bar;
|
||
|
textelem.key = key;
|
||
|
|
||
|
y += 10;
|
||
|
|
||
|
textelem.player = player;
|
||
|
level.healthBarHudElems[ level.healthBarHudElems.size ] = textelem;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
wait .05;
|
||
|
|
||
|
for ( i = 0; i < level.healthBarHudElems.size; i++ )
|
||
|
{
|
||
|
player = level.healthBarHudElems[ i ].player;
|
||
|
|
||
|
width = 0;
|
||
|
type = i % 3;
|
||
|
if ( type == 0 )
|
||
|
width = player.health / player.maxhealth * 300;
|
||
|
else if ( type == 1 )
|
||
|
width = ( player.playerInvulTimeEnd - GetTime() ) / 1000 * 40;
|
||
|
else if ( type == 2 )
|
||
|
width = ( player.deathInvulnerableTimeout - GetTime() ) / 1000 * 40;
|
||
|
|
||
|
width = Int( max( width, 1 ) );
|
||
|
|
||
|
bar = level.healthBarHudElems[ i ].bar;
|
||
|
bar SetShader( "black", width, 8 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
destroyHealthDebug()
|
||
|
{
|
||
|
if ( !isdefined( level.healthBarHudElems ) )
|
||
|
return;
|
||
|
for ( i = 0; i < level.healthBarHudElems.size; i++ )
|
||
|
{
|
||
|
level.healthBarHudElems[ i ].bar Destroy();
|
||
|
level.healthBarHudElems[ i ] Destroy();
|
||
|
}
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
/*
|
||
|
// this is run on each enemy AI.
|
||
|
axisAccuracyControl()
|
||
|
{
|
||
|
self endon( "long_death" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
//prof_begin( "axisAccuracyControl" );
|
||
|
|
||
|
SetDvarIfUninitialized( "scr_dynamicaccuracy", "off" );
|
||
|
if ( GetDvar( "scr_dynamicaccuracy" ) != "on" )
|
||
|
{
|
||
|
// self simpleAccuracyControl();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for ( ;; )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
waittillframeend;// in case our accuracy changed this frame
|
||
|
|
||
|
//prof_begin( "axisAccuracyControl" );
|
||
|
|
||
|
if ( IsDefined( self.enemy ) && IsPlayer( self.enemy ) && self CanSee( self.enemy ) )
|
||
|
{
|
||
|
self.a.accuracyGrowthMultiplier += 0.05 * anim.accuracyGrowthRate;
|
||
|
if ( self.a.accuracyGrowthMultiplier > anim.accuracyGrowthMax )
|
||
|
self.a.accuracyGrowthMultiplier = anim.accuracyGrowthMax;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.a.accuracyGrowthMultiplier = 1;
|
||
|
}
|
||
|
|
||
|
self setEnemyAccuracy();
|
||
|
|
||
|
//prof_end( "axisAccuracyControl" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//prof_end( "axisAccuracyControl" );
|
||
|
}
|
||
|
|
||
|
alliesAccuracyControl()
|
||
|
{
|
||
|
self endon( "long_death" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
// self simpleAccuracyControl();
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
set_accuracy_based_on_situation()
|
||
|
{
|
||
|
if ( self animscripts\combat_utility::isSniper() && IsAlive( self.enemy ) )
|
||
|
{
|
||
|
self setSniperAccuracy();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsPlayer( self.enemy ) )
|
||
|
{
|
||
|
resetMissDebounceTime();
|
||
|
if ( self.a.missTime > GetTime() )
|
||
|
{
|
||
|
self.accuracy = 0;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( self.script == "move" )
|
||
|
{
|
||
|
if ( self isCQBWalkingOrFacingEnemy() )
|
||
|
self.accuracy = anim.walk_accuracy * self.baseAccuracy;
|
||
|
else
|
||
|
self.accuracy = anim.run_accuracy * self.baseAccuracy;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self.accuracy = self.baseAccuracy;
|
||
|
|
||
|
// rambo corner is more accurate so it's still a threat to the player
|
||
|
if ( IsDefined( self.isRambo ) && IsDefined( self.ramboAccuracyMult ) )
|
||
|
self.accuracy *= self.ramboAccuracyMult;
|
||
|
}
|
||
|
|
||
|
setSniperAccuracy()
|
||
|
{
|
||
|
/*
|
||
|
// if sniperShotCount isn't defined, a sniper is shooting from some place that's not in normal shoot behavior.
|
||
|
// that probably means they're doing some sort of blindfire or something that would look stupid for a sniper to do.
|
||
|
Assert( IsDefined( self.sniperShotCount ) );
|
||
|
*/
|
||
|
if ( !isdefined( self.sniperShotCount ) )
|
||
|
{
|
||
|
// snipers get this error if a dog attacks them
|
||
|
self.sniperShotCount = 0;
|
||
|
self.sniperHitCount = 0;
|
||
|
}
|
||
|
|
||
|
self.sniperShotCount++;
|
||
|
|
||
|
gameskill = level.gameskill;
|
||
|
if ( IsPlayer( self.enemy ) )
|
||
|
gameskill = self.enemy.gameskill;
|
||
|
|
||
|
if ( shouldForceSniperMissShot() )
|
||
|
{
|
||
|
// miss
|
||
|
self.accuracy = 0;
|
||
|
|
||
|
if ( gameskill > 0 || self.sniperShotCount > 1 )
|
||
|
self.lastMissedEnemy = self.enemy;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// guarantee a hit unless baseAccuracy is 0
|
||
|
self.accuracy = ( 1 + 1 * self.sniperHitCount ) * self.baseAccuracy;
|
||
|
|
||
|
self.sniperHitCount++;
|
||
|
|
||
|
if ( gameskill < 1 && self.sniperHitCount == 1 )
|
||
|
self.lastMissedEnemy = undefined;// miss again
|
||
|
}
|
||
|
|
||
|
shouldForceSniperMissShot()
|
||
|
{
|
||
|
if ( isdefined( self.neverForceSniperMissEnemy ) && self.neverForceSniperMissEnemy )
|
||
|
return false;
|
||
|
|
||
|
//dont do this if you're an ally of the player, changed by z for Price cliffhanger sniping
|
||
|
if ( self.team == "allies" )
|
||
|
return false;
|
||
|
|
||
|
if ( isDefined( self.lastMissedEnemy ) && ( self.enemy == self.lastMissedEnemy ) )
|
||
|
return false;
|
||
|
|
||
|
if ( DistanceSquared( self.origin, self.enemy.origin ) > ( 500 * 500 ) )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
shotsAfterPlayerBecomesInvul()
|
||
|
{
|
||
|
return( 1 + RandomFloat( 4 ) );
|
||
|
}
|
||
|
|
||
|
didSomethingOtherThanShooting()
|
||
|
{
|
||
|
// make sure the next time resetAccuracyAndPause() is called, we reset our misstime for sure
|
||
|
self.a.missTimeDebounce = 0;
|
||
|
}
|
||
|
|
||
|
// called when we start a volley of shots.
|
||
|
resetAccuracyAndPause()
|
||
|
{
|
||
|
self resetMissTime();
|
||
|
|
||
|
// self conserveAmmoWhilePlayerIsInvulnerable();
|
||
|
}
|
||
|
|
||
|
waitTimeIfPlayerIsHit()
|
||
|
{
|
||
|
waittime = 0;
|
||
|
waittillframeend;
|
||
|
if ( !isalive( self.enemy ) )
|
||
|
return waittime;
|
||
|
|
||
|
if ( !isplayer( self.enemy ) )
|
||
|
return waittime;
|
||
|
|
||
|
if ( self.enemy ent_flag( "player_is_invulnerable" ) )
|
||
|
waittime = ( 0.3 + RandomFloat( 0.4 ) );
|
||
|
return waittime;
|
||
|
}
|
||
|
|
||
|
print3d_time( org, text, color, timer )
|
||
|
{
|
||
|
timer *= 20;
|
||
|
for ( i = 0; i < timer; i++ )
|
||
|
{
|
||
|
Print3d( org, text, color );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
resetMissTime()
|
||
|
{
|
||
|
//prof_begin( "resetMissTime" );
|
||
|
if ( !self IsBadGuy() )
|
||
|
return;
|
||
|
|
||
|
if ( self.weapon == "none" )
|
||
|
return;
|
||
|
|
||
|
if ( !self animscripts\weaponList::usingAutomaticWeapon() && !self animscripts\weaponList::usingSemiAutoWeapon() )
|
||
|
{
|
||
|
self.missTime = 0;
|
||
|
//prof_end( "resetMissTime" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !isalive( self.enemy ) )
|
||
|
{
|
||
|
//prof_end( "resetMissTime" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !isplayer( self.enemy ) )
|
||
|
{
|
||
|
self.accuracy = self.baseAccuracy;
|
||
|
//prof_end( "resetMissTime" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
dist = Distance( self.enemy.origin, self.origin );
|
||
|
self setMissTime( self.enemy.gs.missTimeConstant + dist * self.enemy.gs.missTimeDistanceFactor );
|
||
|
//prof_end( "resetMissTime" );
|
||
|
}
|
||
|
|
||
|
resetMissDebounceTime()
|
||
|
{
|
||
|
self.a.missTimeDebounce = GetTime() + 3000;
|
||
|
}
|
||
|
|
||
|
setMissTime( howLong )
|
||
|
{
|
||
|
AssertEx( self IsBadGuy(), "Non axis tried to set misstime" );
|
||
|
|
||
|
// we can only start missing again if it's been a few seconds since we last shot
|
||
|
if ( self.a.missTimeDebounce > GetTime() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( howLong > 0 )
|
||
|
self.accuracy = 0;
|
||
|
|
||
|
howLong *= 1000;// convert to milliseconds
|
||
|
|
||
|
self.a.missTime = GetTime() + howLong;
|
||
|
self.a.accuracyGrowthMultiplier = 1;
|
||
|
// thread print3d_time( self.origin + (0,0,32 ), "Aiming..", (1,1,0), howLong * 0.001 );
|
||
|
//thread player_aim_debug();
|
||
|
}
|
||
|
|
||
|
player_aim_debug()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self notify( "playeraim" );
|
||
|
self endon( "playeraim" );
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
color = ( 0, 1, 0 );
|
||
|
if ( self.a.misstime > GetTime() )
|
||
|
color = ( 1, 0, 0 );
|
||
|
Print3d( self.origin + ( 0, 0, 32 ), self.finalaccuracy, color );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
dirt_effect_on_open()
|
||
|
{
|
||
|
// lerp scale from .3 to 1 over 0.1;
|
||
|
scaler = 0.66;
|
||
|
self ScaleOverTime( 0.1, Int( 2048 * scaler ), Int( 1024 * scaler ) ) ;
|
||
|
self.y = 100;
|
||
|
self MoveOverTime( 0.08 ) ;
|
||
|
self.y = 0;
|
||
|
}
|
||
|
|
||
|
dirt_detailed_alpha()
|
||
|
{
|
||
|
/*
|
||
|
dirt_fade_in_time = 0.1;
|
||
|
self.alpha = 0;
|
||
|
self FadeOverTime( dirt_fade_in_time );
|
||
|
self.alpha = 0.77;
|
||
|
wait( dirt_fade_in_time );
|
||
|
|
||
|
self FadeOverTime( dirt_fade_in_time );
|
||
|
self.alpha = 0;
|
||
|
wait( dirt_fade_in_time );
|
||
|
self Destroy();
|
||
|
*/
|
||
|
|
||
|
dirt_fade_in_time = 0.2;
|
||
|
self.alpha = 0.7;// cant do the same fade menus do
|
||
|
self FadeOverTime( dirt_fade_in_time );
|
||
|
self.alpha = 0;
|
||
|
wait( dirt_fade_in_time );
|
||
|
self Destroy();
|
||
|
}
|
||
|
|
||
|
dirt_blurry_alpha()
|
||
|
{
|
||
|
start_time = GetTime();
|
||
|
|
||
|
dirt_fade_out_time = 1;
|
||
|
|
||
|
self.alpha = 0;
|
||
|
wait( 0.2 );
|
||
|
self.alpha = 1;
|
||
|
|
||
|
wait_for_buffer_time_to_pass( start_time, 2 );
|
||
|
self FadeOverTime( dirt_fade_out_time );
|
||
|
self.alpha = 0;
|
||
|
wait( dirt_fade_out_time );
|
||
|
self Destroy();
|
||
|
}
|
||
|
|
||
|
dirt_left_effect_on_open()
|
||
|
{
|
||
|
// lerp scale from 0 to 1 over 0.05;
|
||
|
// lerp x from -1000 to 0 over 0.05;
|
||
|
scaler = 0.66;
|
||
|
self ScaleOverTime( 0.05, Int( 2048 * scaler ), Int( 1024 * scaler ) ) ;
|
||
|
self.x = -1000;
|
||
|
self MoveOverTime( 0.05 ) ;
|
||
|
self.x = 0;
|
||
|
}
|
||
|
|
||
|
dirt_right_effect_on_open()
|
||
|
{
|
||
|
// lerp scale from 0 to 1 over 0.1;
|
||
|
// lerp x from 300 to 0 over 0.1;
|
||
|
|
||
|
scaler = 0.66;
|
||
|
self ScaleOverTime( 0.1, Int( 2048 * scaler ), Int( 1024 * scaler ) ) ;
|
||
|
self.x = 300;
|
||
|
self MoveOverTime( 0.1 ) ;
|
||
|
self.x = 0;
|
||
|
}
|
||
|
|
||
|
dirt_left_blurry_alpha()
|
||
|
{
|
||
|
// lerp alpha from 0 to 1 over 0.05;
|
||
|
|
||
|
start_time = GetTime();
|
||
|
dirt_fade_out_time = 1;
|
||
|
|
||
|
dirt_fade_time = 0.05;
|
||
|
|
||
|
self.alpha = 0;
|
||
|
self FadeOverTime( dirt_fade_time );
|
||
|
self.alpha = 1;
|
||
|
wait( dirt_fade_time );
|
||
|
|
||
|
wait_for_buffer_time_to_pass( start_time, 2 );
|
||
|
self FadeOverTime( dirt_fade_out_time );
|
||
|
self.alpha = 0;
|
||
|
wait( dirt_fade_out_time );
|
||
|
self Destroy();
|
||
|
}
|
||
|
|
||
|
dirt_right_blurry_alpha()
|
||
|
{
|
||
|
// lerp alpha from 0 to 1 over 0.15;
|
||
|
|
||
|
start_time = GetTime();
|
||
|
dirt_fade_out_time = 1;
|
||
|
|
||
|
dirt_fade_time = 0.15;
|
||
|
|
||
|
self.alpha = 0;
|
||
|
self FadeOverTime( dirt_fade_time );
|
||
|
self.alpha = 1;
|
||
|
wait( dirt_fade_time );
|
||
|
|
||
|
wait_for_buffer_time_to_pass( start_time, 2 );
|
||
|
self FadeOverTime( dirt_fade_out_time );
|
||
|
self.alpha = 0;
|
||
|
wait( dirt_fade_out_time );
|
||
|
self Destroy();
|
||
|
}
|
||
|
|
||
|
grenade_dirt_on_screen( type )
|
||
|
{
|
||
|
if ( !isalive( self ) )
|
||
|
return;
|
||
|
|
||
|
if ( IsDefined( self.is_controlling_UAV ) )
|
||
|
return;
|
||
|
|
||
|
// already did this effect on this frame
|
||
|
if ( self.dirt_on_screen[ type ] == GetTime() )
|
||
|
return;
|
||
|
|
||
|
self.dirt_on_screen[ type ] = GetTime();
|
||
|
|
||
|
self endon( "death" );
|
||
|
|
||
|
dirt_material = "fullscreen_dirt_" + type;
|
||
|
|
||
|
switch( type )
|
||
|
{
|
||
|
case "bottom_b":
|
||
|
width = Int( 640 );
|
||
|
height = Int( 480 );
|
||
|
|
||
|
detailed = create_client_overlay_custom_size( "fullscreen_dirt_bottom", 1, width, height );// a flash of dirt
|
||
|
detailed thread dirt_effect_on_open();
|
||
|
detailed thread dirt_detailed_alpha();
|
||
|
|
||
|
blurry = create_client_overlay_custom_size( dirt_material, 0, width, height );
|
||
|
blurry thread dirt_effect_on_open();
|
||
|
blurry thread dirt_blurry_alpha();
|
||
|
break;
|
||
|
case "left":
|
||
|
blurry = create_client_overlay_custom_size( dirt_material, 0, 1, 1 );
|
||
|
blurry thread dirt_left_effect_on_open();
|
||
|
blurry thread dirt_left_blurry_alpha();
|
||
|
break;
|
||
|
case "right":
|
||
|
blurry = create_client_overlay_custom_size( dirt_material, 0, 1, 1 );
|
||
|
blurry thread dirt_right_effect_on_open();
|
||
|
blurry thread dirt_right_blurry_alpha();
|
||
|
break;
|
||
|
default:
|
||
|
AssertMsg( "Erroneous grenade dirt type " + type );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
playerHurtcheck()
|
||
|
{
|
||
|
func = ::dirt_on_screen_from_position;
|
||
|
|
||
|
mods = [];
|
||
|
mods[ "MOD_GRENADE" ] = func;
|
||
|
mods[ "MOD_GRENADE_SPLASH" ] = func;
|
||
|
mods[ "MOD_PROJECTILE" ] = func;
|
||
|
mods[ "MOD_PROJECTILE_SPLASH" ] = func;
|
||
|
mods[ "MOD_EXPLOSIVE" ] = func;
|
||
|
|
||
|
self.hurtAgain = false;
|
||
|
for ( ;; )
|
||
|
{
|
||
|
self waittill( "damage", amount, attacker, dir, point, type );
|
||
|
|
||
|
self.hurtAgain = true;
|
||
|
self.damagePoint = point;
|
||
|
self.damageAttacker = attacker;
|
||
|
|
||
|
if ( IsDefined( mods[ type ] ) )
|
||
|
{
|
||
|
waittillframeend;// let the scripted grenade - specific stuff from _utility try first
|
||
|
[[ mods[ type ] ]]( point );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*draw_player_health_packets()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
packets = [];
|
||
|
red = ( 1, 0, 0 );
|
||
|
orange = ( 1, 0.5, 0 );
|
||
|
green = ( 0, 1, 0 );
|
||
|
|
||
|
for ( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
overlay = NewHudElem();
|
||
|
overlay.x = 5 + 20 * i;
|
||
|
overlay.y = 20;
|
||
|
overlay SetShader( "white", 16, 16 );
|
||
|
overlay.alignX = "left";
|
||
|
overlay.alignY = "top";
|
||
|
overlay.alpha = 1;
|
||
|
overlay.color = ( 0, 1, 0 );
|
||
|
packets[ packets.size ] = overlay;
|
||
|
}
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
self waittill( "update_health_packets" );
|
||
|
if ( self ent_flag( "player_has_red_flashing_overlay" ) )
|
||
|
{
|
||
|
packetBase = 1;
|
||
|
for ( i = 0; i < packetBase; i++ )
|
||
|
{
|
||
|
packets[ i ] FadeOverTime( 0.5 );
|
||
|
packets[ i ].alpha = 1;
|
||
|
packets[ i ].color = red;
|
||
|
}
|
||
|
|
||
|
for ( i = packetBase; i < 3; i++ )
|
||
|
{
|
||
|
packets[ i ] FadeOverTime( 0.5 );
|
||
|
packets[ i ].alpha = 0;
|
||
|
packets[ i ].color = red;
|
||
|
}
|
||
|
|
||
|
self ent_flag_waitopen( "player_has_red_flashing_overlay" );
|
||
|
}
|
||
|
|
||
|
packetBase = self.player_health_packets;
|
||
|
if ( packetBase <= 0 )
|
||
|
packetBase = 0;
|
||
|
|
||
|
color = red;
|
||
|
if ( packetBase == 2 )
|
||
|
color = orange;
|
||
|
if ( packetBase == 3 )
|
||
|
color = green;
|
||
|
|
||
|
for ( i = 0; i < packetBase; i++ )
|
||
|
{
|
||
|
packets[ i ] FadeOverTime( 0.5 );
|
||
|
packets[ i ].alpha = 1;
|
||
|
packets[ i ].color = color;
|
||
|
}
|
||
|
|
||
|
for ( i = packetBase; i < 3; i++ )
|
||
|
{
|
||
|
packets[ i ] FadeOverTime( 0.5 );
|
||
|
packets[ i ].alpha = 0;
|
||
|
packets[ i ].color = red;
|
||
|
}
|
||
|
}
|
||
|
}*/
|
||
|
|
||
|
player_health_packets()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
// thread draw_player_health_packets();
|
||
|
self.player_health_packets = 3;
|
||
|
/*
|
||
|
for ( ;; )
|
||
|
{
|
||
|
self ent_flag_wait( "player_has_red_flashing_overlay" );
|
||
|
// change_player_health_packets( - 1 );
|
||
|
self ent_flag_waitopen( "player_has_red_flashing_overlay" );
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
playerHealthRegenInit()
|
||
|
{
|
||
|
wait( 0.05 );// to give a chance for moscow to init level.strings so it doesnt clear ours
|
||
|
|
||
|
level.strings[ "take_cover" ] = SpawnStruct();
|
||
|
// You are Hurt. Get to Cover!
|
||
|
level.strings[ "take_cover" ].text = &"GAME_GET_TO_COVER";
|
||
|
}
|
||
|
|
||
|
playerHealthRegen()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
//prof_begin( "playerHealthRegen" );
|
||
|
|
||
|
thread healthOverlay();
|
||
|
oldratio = 1;
|
||
|
health_add = 0;
|
||
|
|
||
|
thread player_health_packets();
|
||
|
|
||
|
veryHurt = false;
|
||
|
playerJustGotRedFlashing = false;
|
||
|
|
||
|
thread playerBreathingSound( self.maxhealth * 0.35 );
|
||
|
invulTime = 0;
|
||
|
hurtTime = 0;
|
||
|
newHealth = 0;
|
||
|
lastinvulratio = 1;
|
||
|
thread playerHurtcheck();
|
||
|
|
||
|
self.boltHit = false;
|
||
|
// self thread boltCheck();
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
waittillframeend;// if we're on hard, we need to wait until the bolt damage check before we decide what to do
|
||
|
//prof_begin( "playerHealthRegen" );
|
||
|
|
||
|
if ( is_coop() )
|
||
|
self thread maps\_coop::player_coop_proc();
|
||
|
|
||
|
if ( self.health == self.maxhealth )
|
||
|
{
|
||
|
if ( self ent_flag( "player_has_red_flashing_overlay" ) )
|
||
|
{
|
||
|
player_recovers_from_red_flashing();
|
||
|
// self notify( "hit_again" ); was cutting off the overlay fadeout
|
||
|
}
|
||
|
|
||
|
lastinvulratio = 1;
|
||
|
playerJustGotRedFlashing = false;
|
||
|
veryHurt = false;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( self.health <= 0 )
|
||
|
{
|
||
|
/#showHitLog();#/
|
||
|
//prof_end( "playerHealthRegen" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
wasVeryHurt = veryHurt;
|
||
|
ratio = self.health / self.maxHealth;
|
||
|
if ( ratio <= self.gs.healthOverlayCutoff && self.player_health_packets > 1 )
|
||
|
{
|
||
|
veryHurt = true;
|
||
|
if ( !wasVeryHurt )
|
||
|
{
|
||
|
hurtTime = GetTime();
|
||
|
|
||
|
if ( self ent_flag( "near_death_vision_enabled" ) )
|
||
|
{
|
||
|
thread blurView( 3.6, 2 );
|
||
|
thread maps\_ambient::use_eq_settings( "deathsdoor", level.eq_main_track );
|
||
|
thread maps\_ambient::use_reverb_settings( "deathsdoor" );
|
||
|
self PainVisionOn();
|
||
|
}
|
||
|
|
||
|
self ent_flag_set( "player_has_red_flashing_overlay" );
|
||
|
|
||
|
playerJustGotRedFlashing = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( !wasVeryHurt && veryHurt )
|
||
|
nearAIRushesPlayer();
|
||
|
*/
|
||
|
|
||
|
if ( self.hurtAgain )
|
||
|
{
|
||
|
hurtTime = GetTime();
|
||
|
self.hurtAgain = false;
|
||
|
}
|
||
|
|
||
|
if ( self.health / self.maxhealth >= oldratio )
|
||
|
{
|
||
|
if ( GetTime() - hurttime < self.gs.playerHealth_RegularRegenDelay )
|
||
|
continue;
|
||
|
|
||
|
if ( veryHurt )
|
||
|
{
|
||
|
newHealth = ratio;
|
||
|
if ( GetTime() > hurtTime + self.gs.longRegenTime )
|
||
|
newHealth += self.gs.regenRate;
|
||
|
if ( newHealth >= 1 )
|
||
|
reduceTakeCoverWarnings();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
newHealth = 1;
|
||
|
}
|
||
|
|
||
|
if ( newHealth > 1.0 )
|
||
|
newHealth = 1.0;
|
||
|
|
||
|
if ( newHealth <= 0 )
|
||
|
{
|
||
|
// Player is dead
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/#
|
||
|
if ( newHealth > self.health / self.maxhealth )
|
||
|
logRegen( newHealth );
|
||
|
#/
|
||
|
self SetNormalHealth( newHealth );
|
||
|
oldRatio = self.health / self.maxHealth;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
oldratio = lastinvulRatio;
|
||
|
|
||
|
worthyDamageRatio = self.gs.worthyDamageRatio;
|
||
|
|
||
|
// could tweak for more than 1 guy but 2 guys seem to kill the player well enough
|
||
|
if ( self.attackerCount == 1 )
|
||
|
worthyDamageRatio *= 3;
|
||
|
|
||
|
invulWorthyHealthDrop = oldratio - ratio >= worthyDamageRatio;
|
||
|
|
||
|
if ( self.health <= 1 )
|
||
|
{
|
||
|
// if player's health is <= 1, code's player_deathInvulnerableTime has kicked in and the player won't lose health for a while.
|
||
|
// set the health to 2 so we can at least detect when they're getting hit.
|
||
|
self SetNormalHealth( 2 / self.maxhealth );
|
||
|
invulWorthyHealthDrop = true;
|
||
|
/#
|
||
|
if ( !isDefined( self.deathInvulnerableTimeout ) )
|
||
|
self.deathInvulnerableTimeout = 0;
|
||
|
if ( self.deathInvulnerableTimeout < GetTime() )
|
||
|
self.deathInvulnerableTimeout = GetTime() + self.deathInvulnerableTime;
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
oldRatio = self.health / self.maxHealth;
|
||
|
self notify( "hit_again" );
|
||
|
|
||
|
health_add = 0;
|
||
|
hurtTime = GetTime();
|
||
|
thread blurView( 3, 0.8 );
|
||
|
|
||
|
if ( !invulWorthyHealthDrop )
|
||
|
{
|
||
|
/#logHit( self.health, 0 );#/
|
||
|
continue;
|
||
|
}
|
||
|
if ( self ent_flag( "player_is_invulnerable" ) )
|
||
|
continue;
|
||
|
self ent_flag_set( "player_is_invulnerable" );
|
||
|
level notify( "player_becoming_invulnerable" );// because "player_is_invulnerable" notify happens on both set * and * clear
|
||
|
|
||
|
|
||
|
if ( playerJustGotRedFlashing )
|
||
|
{
|
||
|
invulTime = self.gs.invulTime_onShield;
|
||
|
playerJustGotRedFlashing = false;
|
||
|
}
|
||
|
else if ( veryHurt )
|
||
|
{
|
||
|
invulTime = self.gs.invulTime_postShield;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
invulTime = self.gs.invulTime_preShield;
|
||
|
}
|
||
|
|
||
|
/#logHit( self.health, invulTime );#/
|
||
|
lastinvulratio = self.health / self.maxHealth;
|
||
|
|
||
|
self thread playerInvul( invulTime );
|
||
|
}
|
||
|
|
||
|
//prof_end( "playerHealthRegen" );
|
||
|
}
|
||
|
|
||
|
reduceTakeCoverWarnings()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
//prof_begin( "reduceTakeCoverWarnings" );
|
||
|
|
||
|
if ( !self take_cover_warnings_enabled() )
|
||
|
return;
|
||
|
|
||
|
if ( IsAlive( self ) )
|
||
|
{
|
||
|
takeCoverWarnings = ( self GetLocalPlayerProfileData( "takeCoverWarnings" ) );
|
||
|
if ( takeCoverWarnings > 0 )
|
||
|
{
|
||
|
takeCoverWarnings--;
|
||
|
self SetLocalPlayerProfileData( "takeCoverWarnings", takeCoverWarnings );
|
||
|
/#DebugTakeCoverWarnings();#/
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//prof_end( "reduceTakeCoverWarnings" );
|
||
|
}
|
||
|
|
||
|
/#
|
||
|
DebugTakeCoverWarnings()
|
||
|
{
|
||
|
SetDvarIfUninitialized( "scr_debugtakecover", "0" );
|
||
|
if ( GetDebugDvar( "scr_debugtakecover" ) == "1" )
|
||
|
{
|
||
|
IPrintLn( "Warnings remaining: ", self GetLocalPlayerProfileData( "takeCoverWarnings" ) - 3 );
|
||
|
}
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
/#
|
||
|
logHit( newhealth, invulTime )
|
||
|
{
|
||
|
/* if ( !isdefined( level.hitlog ) )
|
||
|
{
|
||
|
level.hitlog = [];
|
||
|
thread showHitLog();
|
||
|
}
|
||
|
|
||
|
data = SpawnStruct();
|
||
|
data.regen = false;
|
||
|
data.time = GetTime();
|
||
|
data.health = newhealth / level.player.maxhealth;
|
||
|
data.invulTime = invulTime;
|
||
|
|
||
|
level.hitlog[ level.hitlog.size ] = data;*/
|
||
|
}
|
||
|
|
||
|
logRegen( newhealth )
|
||
|
{
|
||
|
/* if ( !isdefined( level.hitlog ) )
|
||
|
{
|
||
|
level.hitlog = [];
|
||
|
thread showHitLog();
|
||
|
}
|
||
|
|
||
|
data = SpawnStruct();
|
||
|
data.regen = true;
|
||
|
data.time = GetTime();
|
||
|
data.health = newhealth / level.player.maxhealth;
|
||
|
|
||
|
level.hitlog[ level.hitlog.size ] = data;*/
|
||
|
}
|
||
|
|
||
|
showHitLog()
|
||
|
{
|
||
|
/* level.player waittill( "death" );
|
||
|
|
||
|
PrintLn( "" );
|
||
|
PrintLn( "^3Hit Log:" );
|
||
|
|
||
|
prevhealth = 1;
|
||
|
prevtime = 0;
|
||
|
for ( i = 0; i < level.hitlog.size; i++ )
|
||
|
{
|
||
|
timepassed = ( level.hitlog[ i ].time - prevtime ) / 1000;
|
||
|
healthlost = prevhealth - level.hitlog[ i ].health;
|
||
|
PrintLn( "^0[ " + timepassed + " seconds passed ]" );
|
||
|
if ( level.hitlog[ i ].regen )
|
||
|
{
|
||
|
PrintLn( "^0Regen at time ^3" + level.hitlog[ i ].time / 1000 + "^0 for ^3" + -1 * healthlost + "^0 damage. Health is now " + level.hitlog[ i ].health );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
damage = healthlost;
|
||
|
if ( damage == 0 )
|
||
|
damage = "unknown";
|
||
|
PrintLn( "^0Hit at time ^3" + level.hitlog[ i ].time / 1000 + "^0 for ^3" + damage + "^0 damage; invul for ^3" + level.hitlog[ i ].invulTime + "^0 seconds. Health is now " + level.hitlog[ i ].health );
|
||
|
}
|
||
|
|
||
|
prevtime = level.hitlog[ i ].time;
|
||
|
prevhealth = level.hitlog[ i ].health;
|
||
|
}
|
||
|
|
||
|
PrintLn( "" );*/
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
playerInvul( timer )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
if ( IsDefined( self.flashendtime ) && self.flashendtime > GetTime() )
|
||
|
timer = timer * getCurrentDifficultySetting( "flashbangedInvulFactor" );
|
||
|
|
||
|
if ( timer > 0 )
|
||
|
{
|
||
|
if ( !isdefined( self.noPlayerInvul ) )
|
||
|
self.attackeraccuracy = 0;
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
/#
|
||
|
self.playerInvulTimeEnd = GetTime() + timer * 1000;
|
||
|
#/
|
||
|
|
||
|
wait( timer );
|
||
|
}
|
||
|
|
||
|
update_player_attacker_accuracy();
|
||
|
|
||
|
self ent_flag_clear( "player_is_invulnerable" );
|
||
|
}
|
||
|
|
||
|
default_door_node_flashbang_frequency()
|
||
|
{
|
||
|
//added .doorFragChance and .doorFlashChance for throwing frag/flash grenades through doors.
|
||
|
//Set it to a value between 0 and 1; 0 for never, 1 for always if possible.
|
||
|
|
||
|
if ( self.team == "allies" )
|
||
|
self.doorFlashChance = .6;
|
||
|
|
||
|
if ( self IsBadGuy() )
|
||
|
{
|
||
|
if ( level.gameSkill >= 2 )
|
||
|
{
|
||
|
// hard and veteran
|
||
|
self.doorFlashChance = .8;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// normal and easy
|
||
|
self.doorFlashChance = .6;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
grenadeAwareness()
|
||
|
{
|
||
|
if ( self.team == "allies" )
|
||
|
{
|
||
|
self.grenadeawareness = 0.9;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( self IsBadGuy() )
|
||
|
{
|
||
|
if ( level.gameSkill >= 2 )
|
||
|
{
|
||
|
// hard and fu
|
||
|
if ( RandomInt( 100 ) < 33 )
|
||
|
self.grenadeawareness = 0.2;
|
||
|
else
|
||
|
self.grenadeawareness = 0.5;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// normal
|
||
|
if ( RandomInt( 100 ) < 33 )
|
||
|
self.grenadeawareness = 0;
|
||
|
else
|
||
|
self.grenadeawareness = 0.2;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
blurView( blur, timer )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
if ( ent_flag( "player_no_auto_blur" ) )
|
||
|
return;
|
||
|
|
||
|
self notify( "blurview_stop" );
|
||
|
self endon( "blurview_stop" );
|
||
|
self SetBlurForPlayer( blur, 0 );
|
||
|
wait( 0.05 );
|
||
|
self SetBlurForPlayer( 0, timer );
|
||
|
}
|
||
|
|
||
|
playerBreathingSound( healthcap )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
wait( 2 );
|
||
|
for ( ;; )
|
||
|
{
|
||
|
wait( 0.2 );
|
||
|
if ( self.health <= 0 )
|
||
|
return;
|
||
|
|
||
|
// Player still has a lot of health so no breathing sound
|
||
|
ratio = self.health / self.maxHealth;
|
||
|
if ( ratio > self.gs.healthOverlayCutoff )
|
||
|
continue;
|
||
|
|
||
|
self PlayLocalSound( "breathing_hurt" );
|
||
|
wait( 0.1 + RandomFloat( 0.8 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
healthOverlay()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
self endon( "noHealthOverlay" );
|
||
|
//prof_begin( "healthOverlay" );
|
||
|
|
||
|
overlay = NewClientHudElem( self );
|
||
|
overlay.x = 0;
|
||
|
overlay.y = 0;
|
||
|
|
||
|
if ( issplitscreen() )
|
||
|
{
|
||
|
overlay SetShader( "splatter_alt_sp", 640, 480 * 2 );
|
||
|
|
||
|
// offset the blood a little so it looks different for each player
|
||
|
if ( self == level.players[ 0 ] )
|
||
|
{
|
||
|
overlay.y -= 120;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
overlay SetShader( "splatter_alt_sp", 640, 480 );
|
||
|
}
|
||
|
overlay.splatter = true;
|
||
|
overlay.alignX = "left";
|
||
|
overlay.alignY = "top";
|
||
|
overlay.sort = 1;
|
||
|
overlay.foreground = 0;
|
||
|
overlay.horzAlign = "fullscreen";
|
||
|
overlay.vertAlign = "fullscreen";
|
||
|
overlay.alpha = 0;
|
||
|
|
||
|
thread healthOverlay_remove( overlay );
|
||
|
thread take_cover_warning_loop();
|
||
|
|
||
|
damageAlpha = 0.0;
|
||
|
updateTime = 0.05;
|
||
|
lerpRate = 0.3;
|
||
|
|
||
|
while ( IsAlive( self ) )
|
||
|
{
|
||
|
wait updateTime;
|
||
|
|
||
|
targetDamageAlpha = 1.0 - self.health / self.maxHealth;
|
||
|
|
||
|
if ( damageAlpha > targetDamageAlpha )
|
||
|
damageAlpha -= ( lerpRate * updateTime );
|
||
|
|
||
|
if ( damageAlpha < targetDamageAlpha )
|
||
|
damageAlpha = targetDamageAlpha;
|
||
|
|
||
|
overlay.alpha = damageAlpha;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
take_cover_warning_loop()
|
||
|
{
|
||
|
while ( IsAlive( self ) )
|
||
|
{
|
||
|
self ent_flag_wait( "player_has_red_flashing_overlay" );
|
||
|
|
||
|
//prof_begin( "healthOverlay" );
|
||
|
take_cover_warning();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
overlay_non_flashing_alpha( overlay )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
for ( ;; )
|
||
|
{
|
||
|
do_non_flashing_alpha_when_not_hurt( overlay );
|
||
|
self ent_flag_waitopen( "player_has_red_flashing_overlay" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
do_non_flashing_alpha_when_not_hurt( overlay )
|
||
|
{
|
||
|
level.player_overlay = overlay;
|
||
|
level endon( "player_has_red_flashing_overlay" );
|
||
|
// dif = 0.95;
|
||
|
for ( ;; )
|
||
|
{
|
||
|
// Overlay comes in immediately, but fades out gradually
|
||
|
new_alpha = ( 1 - ( self.health * 0.01 ) ) * 0.5;
|
||
|
if (new_alpha > overlay.alpha)
|
||
|
overlay.alpha = new_alpha;
|
||
|
else if ( overlay.alpha - 0.025 < new_alpha )
|
||
|
overlay.alpha = new_alpha;
|
||
|
else
|
||
|
overlay.alpha -=0.025;
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
add_hudelm_position_internal( alignY )
|
||
|
{
|
||
|
//prof_begin( "add_hudelm_position_internal" );
|
||
|
|
||
|
if ( level.console )
|
||
|
self.fontScale = 2;
|
||
|
else
|
||
|
self.fontScale = 1.6;
|
||
|
|
||
|
self.x = 0;// 320;
|
||
|
self.y = -36;// 200;
|
||
|
self.alignX = "center";
|
||
|
|
||
|
/* if ( 0 )// if we ever get the chance to localize or find a way to dynamically find how many lines in a string
|
||
|
{
|
||
|
if ( IsDefined( alignY ) )
|
||
|
self.alignY = alignY;
|
||
|
else
|
||
|
self.alignY = "middle";
|
||
|
}
|
||
|
else
|
||
|
{*/
|
||
|
self.alignY = "bottom";
|
||
|
// }
|
||
|
|
||
|
self.horzAlign = "center";
|
||
|
self.vertAlign = "middle";
|
||
|
|
||
|
if ( !isdefined( self.background ) )
|
||
|
return;
|
||
|
self.background.x = 0;// 320;
|
||
|
self.background.y = -40;// 200;
|
||
|
self.background.alignX = "center";
|
||
|
self.background.alignY = "middle";
|
||
|
self.background.horzAlign = "center";
|
||
|
self.background.vertAlign = "middle";
|
||
|
if ( level.console )
|
||
|
self.background SetShader( "popmenu_bg", 650, 52 );
|
||
|
else
|
||
|
self.background SetShader( "popmenu_bg", 650, 42 );
|
||
|
self.background.alpha = .5;
|
||
|
|
||
|
//prof_end( "add_hudelm_position_internal" );
|
||
|
}
|
||
|
|
||
|
create_warning_elem()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
hudelem = NewClientHudElem( self );
|
||
|
hudelem add_hudelm_position_internal();
|
||
|
thread destroy_warning_elem_when_hit_again( hudelem );
|
||
|
hudelem thread destroy_warning_elem_when_mission_failed();
|
||
|
// You are Hurt. Get to Cover!
|
||
|
//hudelem SetText( &"GAME_GET_TO_COVER" );
|
||
|
hudelem SetText( level.strings[ "take_cover" ].text );
|
||
|
hudelem.fontscale = 2;
|
||
|
hudelem.alpha = 1;
|
||
|
hudelem.color = ( 1, 0.9, 0.9 );
|
||
|
hudelem.sort = 1;
|
||
|
hudelem.foreground = 1;
|
||
|
|
||
|
return hudelem;
|
||
|
}
|
||
|
|
||
|
waitTillPlayerIsHitAgain()
|
||
|
{
|
||
|
self endon( "hit_again" );
|
||
|
self waittill( "damage" );
|
||
|
}
|
||
|
|
||
|
|
||
|
destroy_warning_elem_when_hit_again( hudelem )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
hudelem endon( "being_destroyed" );
|
||
|
|
||
|
waitTillPlayerIsHitAgain();
|
||
|
|
||
|
fadeout = ( !isalive( self ) );
|
||
|
hudelem thread destroy_warning_elem( fadeout );
|
||
|
}
|
||
|
|
||
|
destroy_warning_elem_when_mission_failed()
|
||
|
{
|
||
|
self endon( "being_destroyed" );
|
||
|
|
||
|
flag_wait( "missionfailed" );
|
||
|
|
||
|
self thread destroy_warning_elem( true );
|
||
|
}
|
||
|
|
||
|
destroy_warning_elem( fadeout )
|
||
|
{
|
||
|
self notify( "being_destroyed" );
|
||
|
self.beingDestroyed = true;
|
||
|
|
||
|
if ( fadeout )
|
||
|
{
|
||
|
self FadeOverTime( 0.5 );
|
||
|
self.alpha = 0;
|
||
|
wait 0.5;
|
||
|
}
|
||
|
self notify( "death" );
|
||
|
self Destroy();
|
||
|
}
|
||
|
|
||
|
may_change_cover_warning_alpha( coverWarning )
|
||
|
{
|
||
|
if ( !isdefined( coverWarning ) )
|
||
|
return false;
|
||
|
if ( IsDefined( coverWarning.beingDestroyed ) )
|
||
|
return false;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
fontScaler( scale, timer )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
scale *= 2;
|
||
|
dif = scale - self.fontscale;
|
||
|
self ChangeFontScaleOverTime( timer );
|
||
|
self.fontscale += dif;
|
||
|
}
|
||
|
|
||
|
fadeFunc( coverWarning, severity, mult, hud_scaleOnly )
|
||
|
{
|
||
|
pulseTime = 0.8;
|
||
|
scaleMin = 0.5;
|
||
|
|
||
|
fadeInTime = pulseTime * 0.1;
|
||
|
stayFullTime = pulseTime * ( .1 + severity * .2 );
|
||
|
fadeOutHalfTime = pulseTime * ( 0.1 + severity * .1 );
|
||
|
fadeOutFullTime = pulseTime * 0.3;
|
||
|
remainingTime = pulseTime - fadeInTime - stayFullTime - fadeOutHalfTime - fadeOutFullTime;
|
||
|
Assert( remainingTime >= -.001 );
|
||
|
if ( remainingTime < 0 )
|
||
|
remainingTime = 0;
|
||
|
|
||
|
halfAlpha = 0.8 + severity * 0.1;
|
||
|
leastAlpha = 0.5 + severity * 0.3;
|
||
|
|
||
|
if ( may_change_cover_warning_alpha( coverWarning ) )
|
||
|
{
|
||
|
if ( !hud_scaleOnly )
|
||
|
{
|
||
|
coverWarning FadeOverTime( fadeInTime );
|
||
|
coverWarning.alpha = mult * 1.0;
|
||
|
}
|
||
|
}
|
||
|
if ( IsDefined( coverWarning ) )
|
||
|
coverWarning thread fontScaler( 1.0, fadeInTime );
|
||
|
wait fadeInTime + stayFullTime;
|
||
|
|
||
|
if ( may_change_cover_warning_alpha( coverWarning ) )
|
||
|
{
|
||
|
if ( !hud_scaleOnly )
|
||
|
{
|
||
|
coverWarning FadeOverTime( fadeOutHalfTime );
|
||
|
coverWarning.alpha = mult * halfAlpha;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait fadeOutHalfTime;
|
||
|
|
||
|
if ( may_change_cover_warning_alpha( coverWarning ) )
|
||
|
{
|
||
|
if ( !hud_scaleOnly )
|
||
|
{
|
||
|
coverWarning FadeOverTime( fadeOutFullTime );
|
||
|
coverWarning.alpha = mult * leastAlpha;
|
||
|
}
|
||
|
}
|
||
|
if ( IsDefined( coverWarning ) )
|
||
|
coverWarning thread fontScaler( 0.9, fadeOutFullTime );
|
||
|
wait fadeOutFullTime;
|
||
|
|
||
|
wait remainingTime;
|
||
|
}
|
||
|
|
||
|
take_cover_warnings_enabled()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
if ( IsDefined( level.cover_warnings_disabled ) )
|
||
|
{
|
||
|
AssertEx( level.cover_warnings_disabled, "level.cover_warnings_disabled must be true or undefined" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( IsDefined( self.vehicle ) )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
should_show_cover_warning()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
if ( !isAlive( self ) )
|
||
|
return false;
|
||
|
|
||
|
if ( self isLinked() )
|
||
|
return false;
|
||
|
|
||
|
// why get to cover if you're being ignored?
|
||
|
if ( self.ignoreme )
|
||
|
return false;
|
||
|
|
||
|
if ( level.MissionFailed )
|
||
|
return false;
|
||
|
|
||
|
if ( !self take_cover_warnings_enabled() )
|
||
|
return false;
|
||
|
|
||
|
if ( self.gameskill > 1 && !maps\_load::map_is_early_in_the_game() )
|
||
|
return false;
|
||
|
|
||
|
// note: takeCoverWarnings is 3 more than the number of warnings left.
|
||
|
// this lets it stay away for a while unless we die 3 times in a row without taking cover successfully.
|
||
|
takeCoverWarnings = ( self GetLocalPlayerProfileData( "takeCoverWarnings" ) );
|
||
|
if ( takeCoverWarnings <= 3 )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
// You are Hurt. Get to Cover!
|
||
|
// &"GAME_GET_TO_COVER";
|
||
|
take_cover_warning()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
self endon( "hit_again" );
|
||
|
self endon( "damage" );
|
||
|
|
||
|
coverWarning = undefined;
|
||
|
|
||
|
if ( should_show_cover_warning() )
|
||
|
{
|
||
|
// get to cover!
|
||
|
coverWarning = create_warning_elem();
|
||
|
// coverWarning may be destroyed at any time if we fail the mission.
|
||
|
}
|
||
|
|
||
|
stopFlashingBadlyTime = GetTime() + self.gs.longRegenTime;
|
||
|
regen_percent = self.gs.regenRate * 100;
|
||
|
regen_frames = 100 / regen_percent;
|
||
|
regen_time = regen_frames * 50;
|
||
|
stopFlashingBadlyTime += regen_time;
|
||
|
|
||
|
fadeFunc( coverWarning, 1, 1, false );
|
||
|
while ( GetTime() < stopFlashingBadlyTime && IsAlive( self ) )
|
||
|
fadeFunc( coverWarning, .9, 1, false );
|
||
|
|
||
|
if ( IsAlive( self ) )
|
||
|
fadeFunc( coverWarning, .65, 0.8, false );
|
||
|
|
||
|
if ( may_change_cover_warning_alpha( coverWarning ) )
|
||
|
{
|
||
|
coverWarning FadeOverTime( 1.0 );
|
||
|
coverWarning.alpha = 0;
|
||
|
}
|
||
|
|
||
|
fadeFunc( coverWarning, 0, 0.6, true );
|
||
|
|
||
|
//player_recovers_from_red_flashing();
|
||
|
|
||
|
wait( 0.5 );// for fade out
|
||
|
self notify( "take_cover_done" );
|
||
|
self notify( "hit_again" );
|
||
|
}
|
||
|
|
||
|
player_recovers_from_red_flashing()
|
||
|
{
|
||
|
self PainVisionOff();
|
||
|
|
||
|
self ent_flag_clear( "player_has_red_flashing_overlay" );
|
||
|
|
||
|
// recover to the current eq
|
||
|
if ( level.eq_track[ level.eq_main_track ] == "" )
|
||
|
{
|
||
|
maps\_ambient::deactivate_index( level.eq_main_track );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thread maps\_ambient::use_eq_settings( level.eq_track[ level.eq_main_track ], level.eq_main_track );
|
||
|
}
|
||
|
|
||
|
if ( level.reverb_track == "" )
|
||
|
{
|
||
|
maps\_ambient::deactivate_reverb();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thread maps\_ambient::use_reverb_settings( level.reverb_track );
|
||
|
}
|
||
|
|
||
|
self PlayLocalSound( "breathing_better" );
|
||
|
self notify( "take_cover_done" );
|
||
|
}
|
||
|
|
||
|
|
||
|
healthOverlay_remove( overlay )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
self waittill( "noHealthOverlay" );
|
||
|
overlay Destroy();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
///ScriptDocBegin
|
||
|
"Name: resetSkill()"
|
||
|
"Summary: Reset the gameskill settings, enabling you to change them."
|
||
|
"Module: Gameskill"
|
||
|
"Example: resetSkill();"
|
||
|
"SPMP: singleplayer"
|
||
|
///ScriptDocEnd
|
||
|
=============
|
||
|
*/
|
||
|
resetSkill()
|
||
|
{
|
||
|
waittillframeend;// if we're on the first frame then we want to wait until after _load or animscript has run
|
||
|
setskill( true );
|
||
|
}
|
||
|
|
||
|
init_take_cover_warnings()
|
||
|
{
|
||
|
// generates "Get to Cover" x number of times when you first get hurt
|
||
|
// dvar defaults to - 1
|
||
|
|
||
|
isPreGameplayLevel = level.script == "roadkill" || level.script == "cliffhanger";
|
||
|
|
||
|
if ( self GetLocalPlayerProfileData( "takeCoverWarnings" ) == -1 || isPreGameplayLevel )
|
||
|
{
|
||
|
// takeCoverWarnings is 3 more than the number of warnings we want to occur.
|
||
|
self SetLocalPlayerProfileData( "takeCoverWarnings", 9 );
|
||
|
}
|
||
|
|
||
|
/#DebugTakeCoverWarnings();#/
|
||
|
}
|
||
|
|
||
|
increment_take_cover_warnings_on_death()
|
||
|
{
|
||
|
self notify( "new_cover_on_death_thread" );
|
||
|
self endon( "new_cover_on_death_thread" );
|
||
|
self waittill( "death" );
|
||
|
|
||
|
// dont increment if player died to grenades, explosion, etc
|
||
|
if ( !self ent_flag( "player_has_red_flashing_overlay" ) )
|
||
|
return;
|
||
|
|
||
|
if ( !self take_cover_warnings_enabled() )
|
||
|
return;
|
||
|
|
||
|
warnings = ( self GetLocalPlayerProfileData( "takeCoverWarnings" ) );
|
||
|
if ( warnings < 10 )
|
||
|
self SetLocalPlayerProfileData( "takeCoverWarnings", warnings + 1 );
|
||
|
|
||
|
/#DebugTakeCoverWarnings();#/
|
||
|
}
|
||
|
|
||
|
auto_adjust_difficulty_player_positioner()
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
org = self.origin;
|
||
|
// thread debug_message( ".", org, 6 );
|
||
|
wait( 5 );
|
||
|
if ( self autospot_is_close_to_player( org ) )
|
||
|
level.autoAdjust_playerSpots[ level.autoAdjust_playerSpots.size ] = org;
|
||
|
}
|
||
|
|
||
|
autospot_is_close_to_player( org )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
return DistanceSquared( self.origin, org ) < ( 140 * 140 );
|
||
|
}
|
||
|
|
||
|
|
||
|
auto_adjust_difficulty_player_movement_check()
|
||
|
{
|
||
|
level.autoAdjust_playerSpots = [];
|
||
|
level.player.movedRecently = true;
|
||
|
wait( 1 );// for lvl start precaching of debug strings
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
level.player thread auto_adjust_difficulty_player_positioner();
|
||
|
level.player.movedRecently = true;
|
||
|
newSpots = [];
|
||
|
start = level.autoAdjust_playerSpots.size - 5;
|
||
|
if ( start < 0 )
|
||
|
start = 0;
|
||
|
|
||
|
for ( i = start; i < level.autoAdjust_playerSpots.size; i++ )
|
||
|
{
|
||
|
if ( !level.player autospot_is_close_to_player( level.autoAdjust_playerSpots[ i ] ) )
|
||
|
continue;
|
||
|
|
||
|
newSpots[ newSpots.size ] = level.autoAdjust_playerSpots[ i ];
|
||
|
level.player.movedRecently = false;
|
||
|
// thread debug_message( "!", newSpots[ newSpots.size - 1 ], 1 );
|
||
|
}
|
||
|
|
||
|
level.autoAdjust_playerSpots = newSpots;
|
||
|
|
||
|
wait( 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
auto_adjust_difficulty_track_player_death()
|
||
|
{
|
||
|
// reduce the difficulty timer when you die
|
||
|
level.player waittill( "death" );
|
||
|
num = GetDvarInt( "autodifficulty_playerDeathTimer" );
|
||
|
num -= 60;
|
||
|
SetDvar( "autodifficulty_playerDeathTimer", num );
|
||
|
// scriptPrintln( "script_autodifficulty", "Set deathtimer to " + num );
|
||
|
}
|
||
|
|
||
|
|
||
|
auto_adjust_difficulty_track_player_shots()
|
||
|
{
|
||
|
// reduce the "time spent alive" by the time between shots fired if there has been significant time between shots
|
||
|
lastShotTime = GetTime();
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( level.player AttackButtonPressed() )
|
||
|
lastShotTime = GetTime();
|
||
|
|
||
|
level.timeBetweenShots = GetTime() - lastShotTime;
|
||
|
wait( 0.05 );
|
||
|
/*
|
||
|
if ( lastShotTime < 10000 )
|
||
|
continue;
|
||
|
|
||
|
playerDeathTimer = getcvarint( "playerDeathTimer" );
|
||
|
playerDeathTimer = Int( playerDeathTimer - lastShotTime * 0.001 );
|
||
|
setcvar( "playerDeathTimer", playerDeathTimer );
|
||
|
*/
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
hud_debug_add_frac( msg, num )
|
||
|
{
|
||
|
hud_debug_add_display( msg, num * 100, true );
|
||
|
}
|
||
|
|
||
|
hud_debug_add( msg, num )
|
||
|
{
|
||
|
hud_debug_add_display( msg, num, false );
|
||
|
}
|
||
|
|
||
|
hud_debug_clear()
|
||
|
{
|
||
|
level.hudNum = 0;
|
||
|
if ( IsDefined( level.hudDebugNum ) )
|
||
|
{
|
||
|
for ( i = 0; i < level.hudDebugNum.size; i++ )
|
||
|
level.hudDebugNum[ i ] Destroy();
|
||
|
}
|
||
|
|
||
|
level.hudDebugNum = [];
|
||
|
}
|
||
|
|
||
|
hud_debug_add_message( msg )
|
||
|
{
|
||
|
if ( !isdefined( level.hudMsgShare ) )
|
||
|
level.hudMsgShare = [];
|
||
|
if ( !isdefined( level.hudMsgShare[ msg ] ) )
|
||
|
{
|
||
|
hud = NewHudElem();
|
||
|
hud.x = level.debugLeft;
|
||
|
hud.y = level.debugHeight + level.hudNum * 15;
|
||
|
hud.foreground = 1;
|
||
|
hud.sort = 100;
|
||
|
hud.alpha = 1.0;
|
||
|
hud.alignX = "left";
|
||
|
hud.horzAlign = "left";
|
||
|
hud.fontScale = 1.0;
|
||
|
hud SetText( msg );
|
||
|
level.hudMsgShare[ msg ] = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hud_debug_add_display( msg, num, isfloat )
|
||
|
{
|
||
|
hud_debug_add_message( msg );
|
||
|
|
||
|
num = Int( num );
|
||
|
negative = false;
|
||
|
if ( num < 0 )
|
||
|
{
|
||
|
negative = true;
|
||
|
num *= -1;
|
||
|
}
|
||
|
|
||
|
thousands = 0;
|
||
|
hundreds = 0;
|
||
|
tens = 0;
|
||
|
ones = 0;
|
||
|
while ( num >= 10000 )
|
||
|
num -= 10000;
|
||
|
|
||
|
while ( num >= 1000 )
|
||
|
{
|
||
|
num -= 1000;
|
||
|
thousands++;
|
||
|
}
|
||
|
while ( num >= 100 )
|
||
|
{
|
||
|
num -= 100;
|
||
|
hundreds++;
|
||
|
}
|
||
|
while ( num >= 10 )
|
||
|
{
|
||
|
num -= 10;
|
||
|
tens++;
|
||
|
}
|
||
|
while ( num >= 1 )
|
||
|
{
|
||
|
num -= 1;
|
||
|
ones++;
|
||
|
}
|
||
|
|
||
|
offset = 0;
|
||
|
offsetSize = 10;
|
||
|
if ( thousands > 0 )
|
||
|
{
|
||
|
hud_debug_add_num( thousands, offset );
|
||
|
offset += offsetSize;
|
||
|
hud_debug_add_num( hundreds, offset );
|
||
|
offset += offsetSize;
|
||
|
hud_debug_add_num( tens, offset );
|
||
|
offset += offsetSize;
|
||
|
hud_debug_add_num( ones, offset );
|
||
|
offset += offsetSize;
|
||
|
}
|
||
|
else
|
||
|
if ( hundreds > 0 || isFloat )
|
||
|
{
|
||
|
hud_debug_add_num( hundreds, offset );
|
||
|
offset += offsetSize;
|
||
|
hud_debug_add_num( tens, offset );
|
||
|
offset += offsetSize;
|
||
|
hud_debug_add_num( ones, offset );
|
||
|
offset += offsetSize;
|
||
|
}
|
||
|
else
|
||
|
if ( tens > 0 )
|
||
|
{
|
||
|
hud_debug_add_num( tens, offset );
|
||
|
offset += offsetSize;
|
||
|
hud_debug_add_num( ones, offset );
|
||
|
offset += offsetSize;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
hud_debug_add_num( ones, offset );
|
||
|
offset += offsetSize;
|
||
|
}
|
||
|
|
||
|
if ( isFloat )
|
||
|
{
|
||
|
decimalHud = NewHudElem();
|
||
|
decimalHud.x = 204.5;
|
||
|
decimalHud.y = level.debugHeight + level.hudNum * 15;
|
||
|
decimalHud.foreground = 1;
|
||
|
decimalHud.sort = 100;
|
||
|
decimalHud.alpha = 1.0;
|
||
|
decimalHud.alignX = "left";
|
||
|
decimalHud.horzAlign = "left";
|
||
|
decimalHud.fontScale = 1.0;
|
||
|
decimalHud SetText( "." );
|
||
|
level.hudDebugNum[ level.hudDebugNum.size ] = decimalHud;
|
||
|
}
|
||
|
|
||
|
if ( negative )
|
||
|
{
|
||
|
negativeHud = NewHudElem();
|
||
|
negativeHud.x = 195.5;
|
||
|
negativeHud.y = level.debugHeight + level.hudNum * 15;
|
||
|
negativeHud.foreground = 1;
|
||
|
negativeHud.sort = 100;
|
||
|
negativeHud.alpha = 1.0;
|
||
|
negativeHud.alignX = "left";
|
||
|
negativeHud.horzAlign = "left";
|
||
|
negativeHud.fontScale = 1.0;
|
||
|
negativeHud SetText( " - " );
|
||
|
level.hudDebugNum[ level.hudNum ] = negativeHud;
|
||
|
}
|
||
|
|
||
|
// level.hudDebugNum[ level.hudNum ] = hud;
|
||
|
level.hudNum++;
|
||
|
}
|
||
|
|
||
|
hud_debug_add_string( msg, msg2 )
|
||
|
{
|
||
|
hud_debug_add_message( msg );
|
||
|
hud_debug_add_second_string( msg2, 0 );
|
||
|
level.hudNum++;
|
||
|
}
|
||
|
|
||
|
hud_debug_add_num( num, offset )
|
||
|
{
|
||
|
hud = NewHudElem();
|
||
|
hud.x = 200 + offset * 0.65;
|
||
|
hud.y = level.debugHeight + level.hudNum * 15;
|
||
|
hud.foreground = 1;
|
||
|
hud.sort = 100;
|
||
|
hud.alpha = 1.0;
|
||
|
hud.alignX = "left";
|
||
|
hud.horzAlign = "left";
|
||
|
hud.fontScale = 1.0;
|
||
|
hud SetText( num + "" );
|
||
|
level.hudDebugNum[ level.hudDebugNum.size ] = hud;
|
||
|
}
|
||
|
|
||
|
hud_debug_add_second_string( num, offset )
|
||
|
{
|
||
|
hud = NewHudElem();
|
||
|
hud.x = 200 + offset * 0.65;
|
||
|
hud.y = level.debugHeight + level.hudNum * 15;
|
||
|
hud.foreground = 1;
|
||
|
hud.sort = 100;
|
||
|
hud.alpha = 1.0;
|
||
|
hud.alignX = "left";
|
||
|
hud.horzAlign = "left";
|
||
|
hud.fontScale = 1.0;
|
||
|
hud SetText( num );
|
||
|
level.hudDebugNum[ level.hudDebugNum.size ] = hud;
|
||
|
}
|
||
|
|
||
|
aa_init_stats()
|
||
|
{
|
||
|
/#
|
||
|
if ( GetDvar( "createfx" ) == "on" )
|
||
|
return;
|
||
|
if ( GetDvarInt( "noder" ) || GetDvarInt( "painter" ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if ( GetDvar( "r_reflectionProbeGenerate" ) == "1" )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
#/
|
||
|
//prof_begin( "aa_init_stats" );
|
||
|
|
||
|
level.sp_stat_tracking_func = maps\_gameskill::auto_adjust_new_zone;
|
||
|
|
||
|
SetDvar( "aa_player_kills", "0" );
|
||
|
SetDvar( "aa_enemy_deaths", "0" );
|
||
|
SetDvar( "aa_enemy_damage_taken", "0" );
|
||
|
SetDvar( "aa_player_damage_taken", "0" );
|
||
|
SetDvar( "aa_player_damage_dealt", "0" );
|
||
|
SetDvar( "aa_ads_damage_dealt", "0" );
|
||
|
SetDvar( "aa_time_tracking", "0" );
|
||
|
SetDvar( "aa_deaths", "0" );
|
||
|
|
||
|
SetDvar( "player_cheated", 0 );
|
||
|
|
||
|
level.auto_adjust_results = [];
|
||
|
thread aa_time_tracking();
|
||
|
thread aa_player_health_tracking();
|
||
|
thread aa_player_ads_tracking();
|
||
|
flag_set( "auto_adjust_initialized" );
|
||
|
|
||
|
flag_init( "aa_main_" + level.script );
|
||
|
flag_set( "aa_main_" + level.script );
|
||
|
|
||
|
//prof_end( "aa_init_stats" );
|
||
|
}
|
||
|
|
||
|
command_used( cmd )
|
||
|
{
|
||
|
Assert( IsPlayer( self ) );
|
||
|
|
||
|
//prof_begin( "command_used" );
|
||
|
|
||
|
binding = GetKeyBinding( cmd );
|
||
|
if ( binding[ "count" ] <= 0 )
|
||
|
{
|
||
|
//prof_end( "command_used" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
for ( i = 1; i < binding[ "count" ] + 1; i++ )
|
||
|
{
|
||
|
if ( self ButtonPressed( binding[ "key" + i ] ) )
|
||
|
{
|
||
|
//prof_end( "command_used" );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//prof_end( "command_used" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
aa_time_tracking()
|
||
|
{
|
||
|
/#
|
||
|
if ( GetDvar( "createfx" ) != "" )
|
||
|
return;
|
||
|
if ( GetDvar( "scr_generateClipModels" ) != "" && GetDvar( "scr_generateClipModels" ) != "0" )
|
||
|
return;// shortcut for generating clipmodels gah.
|
||
|
|
||
|
|
||
|
#/
|
||
|
waittillframeend;// so level.start_point is defined
|
||
|
for ( ;; )
|
||
|
{
|
||
|
//prof_begin( "aa_time_tracking" );
|
||
|
|
||
|
//aa_add_event_float( "aa_time_tracking", 0.2 );
|
||
|
/#
|
||
|
if ( IsGodMode( level.player ) || level.start_point != "default" || GetDvar( "timescale", 1 ) != "1" )
|
||
|
{
|
||
|
if ( GetDvar( "player_cheated" ) != "1" )
|
||
|
SetDvar( "player_cheated", 1 );
|
||
|
}
|
||
|
#/
|
||
|
/*
|
||
|
level.sprint_key = GetKeyBinding( "+breath_sprint" );
|
||
|
sprinting = false;
|
||
|
sprinting = level.player command_used( "+sprint" );
|
||
|
if ( !sprinting )
|
||
|
{
|
||
|
sprinting = level.player command_used( "+breath_sprint" );
|
||
|
}
|
||
|
if ( sprinting )
|
||
|
{
|
||
|
aa_add_event_float( "aa_sprint_time", 0.2 );
|
||
|
}
|
||
|
*/
|
||
|
wait( 0.2 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
aa_player_ads_tracking()
|
||
|
{
|
||
|
level.player endon( "death" );
|
||
|
level.player_ads_time = 0;
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( level.player isADS() )
|
||
|
{
|
||
|
level.player_ads_time = GetTime();
|
||
|
while ( level.player isADS() )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
aa_player_health_tracking()
|
||
|
{
|
||
|
for ( ;; )
|
||
|
{
|
||
|
level.player waittill( "damage", amount, a, b, c, d, e, f );
|
||
|
aa_add_event( "aa_player_damage_taken", amount );
|
||
|
if ( !isalive( level.player ) )
|
||
|
{
|
||
|
aa_add_event( "aa_deaths", 1 );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
auto_adjust_new_zone( zone )
|
||
|
{
|
||
|
|
||
|
|
||
|
/#
|
||
|
if ( GetDvar( "createfx" ) == "on" )
|
||
|
return;
|
||
|
#/
|
||
|
if ( !isdefined( level.auto_adjust_flags ) )
|
||
|
{
|
||
|
level.auto_adjust_flags = [];
|
||
|
}
|
||
|
|
||
|
flag_wait( "auto_adjust_initialized" );
|
||
|
|
||
|
//prof_begin( "auto_adjust_new_zone" );
|
||
|
|
||
|
level.auto_adjust_results[ zone ] = [];
|
||
|
level.auto_adjust_flags[ zone ] = 0;
|
||
|
flag_wait( zone );
|
||
|
|
||
|
//prof_begin( "auto_adjust_new_zone" );
|
||
|
|
||
|
// already processing this zone?
|
||
|
if ( GetDvar( "aa_zone" + zone ) == "" )
|
||
|
{
|
||
|
SetDvar( "aa_zone" + zone, "on" );
|
||
|
level.auto_adjust_flags[ zone ] = 1;
|
||
|
aa_update_flags();
|
||
|
|
||
|
SetDvar( "start_time" + zone, GetDvar( "aa_time_tracking" ) );
|
||
|
|
||
|
// measure always
|
||
|
SetDvar( "starting_player_kills" + zone, GetDvar( "aa_player_kills" ) );
|
||
|
SetDvar( "starting_deaths" + zone, GetDvar( "aa_deaths" ) );
|
||
|
SetDvar( "starting_ads_damage_dealt" + zone, GetDvar( "aa_ads_damage_dealt" ) );
|
||
|
SetDvar( "starting_player_damage_dealt" + zone, GetDvar( "aa_player_damage_dealt" ) );
|
||
|
SetDvar( "starting_player_damage_taken" + zone, GetDvar( "aa_player_damage_taken" ) );
|
||
|
SetDvar( "starting_enemy_damage_taken" + zone, GetDvar( "aa_enemy_damage_taken" ) );
|
||
|
SetDvar( "starting_enemy_deaths" + zone, GetDvar( "aa_enemy_deaths" ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( GetDvar( "aa_zone" + zone ) == "done" )
|
||
|
{
|
||
|
//prof_end( "auto_adjust_new_zone" );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//prof_end( "auto_adjust_new_zone" );
|
||
|
flag_waitopen( zone );
|
||
|
auto_adust_zone_complete( zone );
|
||
|
}
|
||
|
|
||
|
auto_adust_zone_complete( zone )
|
||
|
{
|
||
|
//prof_begin( "auto_adust_zone_complete" );
|
||
|
|
||
|
SetDvar( "aa_zone" + zone, "done" );
|
||
|
|
||
|
start_time = GetDvarFloat( "start_time" + zone );
|
||
|
starting_player_kills = GetDvarInt( "starting_player_kills" + zone );
|
||
|
starting_enemy_deaths = GetDvarInt( "aa_enemy_deaths" + zone );
|
||
|
starting_enemy_damage_taken = GetDvarInt( "aa_enemy_damage_taken" + zone );
|
||
|
starting_player_damage_taken = GetDvarInt( "aa_player_damage_taken" + zone );
|
||
|
starting_player_damage_dealt = GetDvarInt( "aa_player_damage_dealt" + zone );
|
||
|
starting_ads_damage_dealt = GetDvarInt( "aa_ads_damage_dealt" + zone );
|
||
|
starting_deaths = GetDvarInt( "aa_deaths" + zone );
|
||
|
level.auto_adjust_flags[ zone ] = 0;
|
||
|
aa_update_flags();
|
||
|
|
||
|
total_time = GetDvarFloat( "aa_time_tracking" ) - start_time;
|
||
|
total_player_kills = GetDvarInt( "aa_player_kills" ) - starting_player_kills;
|
||
|
total_enemy_deaths = GetDvarInt( "aa_enemy_deaths" ) - starting_enemy_deaths;
|
||
|
|
||
|
player_kill_ratio = 0;
|
||
|
if ( total_enemy_deaths > 0 )
|
||
|
{
|
||
|
player_kill_ratio = total_player_kills / total_enemy_deaths;
|
||
|
player_kill_ratio *= 100;
|
||
|
player_kill_ratio = Int( player_kill_ratio );
|
||
|
}
|
||
|
|
||
|
total_enemy_damage_taken = GetDvarInt( "aa_enemy_damage_taken" ) - starting_enemy_damage_taken;
|
||
|
total_player_damage_dealt = GetDvarInt( "aa_player_damage_dealt" ) - starting_player_damage_dealt;
|
||
|
player_damage_dealt_ratio = 0;
|
||
|
player_damage_dealt_per_minute = 0;
|
||
|
if ( total_enemy_damage_taken > 0 && total_time > 0 )
|
||
|
{
|
||
|
player_damage_dealt_ratio = total_player_damage_dealt / total_enemy_damage_taken;
|
||
|
player_damage_dealt_ratio *= 100;
|
||
|
player_damage_dealt_ratio = Int( player_damage_dealt_ratio );
|
||
|
|
||
|
player_damage_dealt_per_minute = total_player_damage_dealt / total_time;
|
||
|
player_damage_dealt_per_minute = player_damage_dealt_per_minute * 60;
|
||
|
player_damage_dealt_per_minute = Int( player_damage_dealt_per_minute );
|
||
|
}
|
||
|
|
||
|
total_ads_damage_dealt = GetDvarInt( "aa_ads_damage_dealt" ) - starting_ads_damage_dealt;
|
||
|
player_ads_damage_ratio = 0;
|
||
|
if ( total_player_damage_dealt > 0 )
|
||
|
{
|
||
|
player_ads_damage_ratio = total_ads_damage_dealt / total_player_damage_dealt;
|
||
|
player_ads_damage_ratio *= 100;
|
||
|
player_ads_damage_ratio = Int( player_ads_damage_ratio );
|
||
|
}
|
||
|
|
||
|
|
||
|
total_player_damage_taken = GetDvarInt( "aa_player_damage_taken" ) - starting_player_damage_taken;
|
||
|
|
||
|
player_damage_taken_ratio = 0;
|
||
|
if ( total_time > 0 )
|
||
|
{
|
||
|
player_damage_taken_ratio = total_player_damage_taken / total_time;
|
||
|
}
|
||
|
|
||
|
player_damage_taken_per_minute = player_damage_taken_ratio * 60;
|
||
|
player_damage_taken_per_minute = Int( player_damage_taken_per_minute );
|
||
|
|
||
|
|
||
|
total_deaths = GetDvarInt( "aa_deaths" ) - starting_deaths;
|
||
|
|
||
|
aa_array = [];
|
||
|
aa_array[ "player_damage_taken_per_minute" ] = player_damage_taken_per_minute;
|
||
|
aa_array[ "player_damage_dealt_per_minute" ] = player_damage_dealt_per_minute;
|
||
|
aa_array[ "minutes" ] = total_time / 60;
|
||
|
aa_array[ "deaths" ] = total_deaths;
|
||
|
aa_array[ "gameskill" ] = level.gameskill;
|
||
|
|
||
|
level.auto_adjust_results[ zone ] = aa_array;
|
||
|
|
||
|
msg = "Completed AA sequence: ";
|
||
|
/#
|
||
|
if ( GetDvar( "player_cheated" ) == "1" )
|
||
|
{
|
||
|
msg = "Cheated in AA sequence: ";
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
msg += level.script + "/" + zone;
|
||
|
keys = GetArrayKeys( aa_array );
|
||
|
// array_levelthread( keys, ::aa_print_vals, aa_array );
|
||
|
|
||
|
for ( i = 0; i < keys.size; i++ )
|
||
|
{
|
||
|
msg = msg + ", " + keys[ i ] + ": " + aa_array[ keys[ i ] ];
|
||
|
}
|
||
|
|
||
|
logString( msg );
|
||
|
PrintLn( "^6" + msg );
|
||
|
|
||
|
//prof_end( "auto_adust_zone_complete" );
|
||
|
}
|
||
|
|
||
|
aa_print_vals( key, aa_array )
|
||
|
{
|
||
|
logString( key + ": " + aa_array[ key ] );
|
||
|
PrintLn( "^6" + key + ": " + aa_array[ key ] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
aa_print_vals( key, aa_array, file )
|
||
|
{
|
||
|
FPrintLn( file, key + ": " + aa_array[ key ] );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
aa_update_flags()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
aa_add_event( event, amount )
|
||
|
{
|
||
|
old_amount = GetDvarInt( event );
|
||
|
SetDvar( event, old_amount + amount );
|
||
|
}
|
||
|
|
||
|
aa_add_event_float( event, amount )
|
||
|
{
|
||
|
old_amount = GetDvarFloat( event );
|
||
|
SetDvar( event, old_amount + amount );
|
||
|
}
|
||
|
|
||
|
return_false( attacker )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
player_attacker( attacker )
|
||
|
{
|
||
|
if ( [[ level.custom_player_attacker ]]( attacker ) )
|
||
|
return true;
|
||
|
|
||
|
if ( IsPlayer( attacker ) )
|
||
|
return true;
|
||
|
|
||
|
if ( !isdefined( attacker.car_damage_owner_recorder ) )
|
||
|
return false;
|
||
|
|
||
|
return attacker player_did_most_damage();
|
||
|
}
|
||
|
|
||
|
player_did_most_damage()
|
||
|
{
|
||
|
return self.player_damage * 1.75 > self.non_player_damage;
|
||
|
}
|
||
|
|
||
|
empty_kill_func( type, loc, point )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
auto_adjust_enemy_died( amount, attacker, type, point )
|
||
|
{
|
||
|
//prof_begin( "auto_adjust_enemy_died" );
|
||
|
|
||
|
/*
|
||
|
Not worth effecting the speed of the game for one spot in one map in one mode
|
||
|
// in case the team got changed.
|
||
|
if ( !self IsBadGuy() )
|
||
|
return;
|
||
|
if ( self.type == "civilian" )
|
||
|
return;
|
||
|
*/
|
||
|
|
||
|
aa_add_event( "aa_enemy_deaths", 1 );
|
||
|
if ( !isdefined( attacker ) )
|
||
|
{
|
||
|
//prof_end( "auto_adjust_enemy_died" );
|
||
|
return;
|
||
|
}
|
||
|
if ( !player_attacker( attacker ) )
|
||
|
{
|
||
|
//prof_end( "auto_adjust_enemy_died" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// defaults to empty_kill_func, for arcademode
|
||
|
[[ level.global_kill_func ]]( type, self.damagelocation, point );
|
||
|
|
||
|
aa_add_event( "aa_player_kills", 1 );
|
||
|
|
||
|
//prof_end( "auto_adjust_enemy_died" );
|
||
|
}
|
||
|
|
||
|
auto_adjust_enemy_death_detection( amount, attacker, direction_vec, point, type, _, _ )
|
||
|
{
|
||
|
if ( !isalive( self ) || self.delayeddeath )
|
||
|
{
|
||
|
self auto_adjust_enemy_died( amount, attacker, type, point );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !player_attacker( attacker ) )
|
||
|
return;
|
||
|
aa_player_attacks_enemy_with_ads( amount, type, point );
|
||
|
}
|
||
|
|
||
|
aa_player_attacks_enemy_with_ads( amount, type, point )
|
||
|
{
|
||
|
aa_add_event( "aa_player_damage_dealt", amount );
|
||
|
AssertEx( GetDvarInt( "aa_player_damage_dealt" ) > 0 );
|
||
|
if ( !level.player isADS() )
|
||
|
{
|
||
|
// defaults to empty_kill_func, for arcademode
|
||
|
[[ level.global_damage_func ]]( type, self.damagelocation, point );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !bullet_attack( type ) )
|
||
|
{
|
||
|
// defaults to empty_kill_func, for arcademode
|
||
|
[[ level.global_damage_func ]]( type, self.damagelocation, point );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// defaults to empty_kill_func, for arcademode
|
||
|
[[ level.global_damage_func_ads ]]( type, self.damagelocation, point );
|
||
|
|
||
|
// ads only matters for bullet attacks. Otherwise you could throw a grenade then go ads and get a bunch of ads damage
|
||
|
aa_add_event( "aa_ads_damage_dealt", amount );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bullet_attack( type )
|
||
|
{
|
||
|
if ( type == "MOD_PISTOL_BULLET" )
|
||
|
return true;
|
||
|
return type == "MOD_RIFLE_BULLET";
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
///ScriptDocBegin
|
||
|
"Name: add_fractional_data_point( <name> , <frac> , <val> )"
|
||
|
"Summary: Adds difficulty setting data for a specific system at a specified fraction. The in game difficulty will be blended between this and the other data points."
|
||
|
"Module: gameskill"
|
||
|
"MandatoryArg: <name>: The system being adjusted."
|
||
|
"MandatoryArg: <frac>: Which fraction from 0 to 1 that this difficulty value exists at."
|
||
|
"MandatoryArg: <val>: The value that this system should be set at when the difficulty is at the specified frac."
|
||
|
"Example: add_fractional_data_point( "playerGrenadeRangeTime", 1.0, 7500 );"
|
||
|
"SPMP: singleplayer"
|
||
|
///ScriptDocEnd
|
||
|
=============
|
||
|
*/
|
||
|
add_fractional_data_point( name, frac, val )
|
||
|
{
|
||
|
//prof_begin( "add_fractional_data_point" );
|
||
|
|
||
|
if ( !isdefined( level.difficultySettings_frac_data_points[ name ] ) )
|
||
|
{
|
||
|
level.difficultySettings_frac_data_points[ name ] = [];
|
||
|
}
|
||
|
|
||
|
array = [];
|
||
|
array[ "frac" ] = frac;
|
||
|
array[ "val" ] = val;
|
||
|
AssertEx( frac >= 0, "Tried to set a difficulty data point less than 0." );
|
||
|
AssertEx( frac <= 1, "Tried to set a difficulty data point greater than 1." );
|
||
|
|
||
|
level.difficultySettings_frac_data_points[ name ][ level.difficultySettings_frac_data_points[ name ].size ] = array;
|
||
|
|
||
|
//prof_end( "add_fractional_data_point" );
|
||
|
}
|
||
|
|
||
|
coop_with_one_player_downed()
|
||
|
{
|
||
|
if ( !is_coop() )
|
||
|
return false;
|
||
|
|
||
|
if ( level.players.size != 2 )
|
||
|
return false;
|
||
|
|
||
|
downed_players = 0;
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( !player ent_flag( "coop_downed" ) )
|
||
|
continue;
|
||
|
|
||
|
downed_players++;
|
||
|
}
|
||
|
|
||
|
// is only one player downed?
|
||
|
return downed_players == 1;
|
||
|
}
|
||
|
|