832 lines
22 KiB
Plaintext
832 lines
22 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\_vehicle;
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UPDATE_TIME = 0.05; // Time between player input checks.
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BLEND_TIME = 0.5; // Blend time for lean animations.
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CONST_MPHCONVERSION = 17.6;
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SHOOT_BLEND_TIME = 0.1;
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SHOOT_ARM_UP_DELAY = 1.0;
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SHOOT_FIRE_TIME = 0.05;
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SHOOT_AMMO_COUNT = 32;
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SLEEVE_FLAP_SPEED = 65.0;
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SLEEVE_FLAP_MAX_RATE = 1.5;
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SLEEVE_FLAP_MIN_RATE = 0.75;
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SLEEVE_FLAP_MAX_WEIGHT = 1.0;
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SLEEVE_FLAP_MIN_WEIGHT = 0.1;
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STEERING_BLEND_TIME = 0.08;
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CLOSE_GUY_DIST = 62500;
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zodiac_preLoad( playerHandModel )
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{
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flag_init( "player_can_die_on_zodiac" );
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flag_init( "player_shot_on_zodiac" );
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flag_set( "player_can_die_on_zodiac" );
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// set player hand model
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if ( !isdefined( playerHandModel ) )
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level.zodiac_playerHandModel = "viewhands_player_udt";
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else
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level.zodiac_playerHandModel = playerHandModel;
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level.zodiac_playerZodiacModel = "vehicle_zodiac_viewmodel";
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// set gun
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level.zodiac_gunModel = "viewmodel_miniUZI";
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level.zodiac_gun = "uzi";
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// precahe models and itmes
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PreCacheModel( level.zodiac_playerHandModel );
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PreCacheModel( level.zodiac_playerZodiacModel );
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PreCacheModel( level.zodiac_gunModel );
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PreCacheItem( level.zodiac_gun );
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// load gun effects
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level.zodiac_gunFlashFx = LoadFX( "muzzleflashes/uzi_flash_view" );
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level.zodiac_gunShellFx = LoadFX( "shellejects/pistol_view" );
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level.zodiac_sound_overrides = [];
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level.zodiac_sound_overrides[ "weap_glock_fire_snowmobile" ] = "weap_miniuzi_fire_plr";
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zodiac_anims();
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// Hold ^3[{+speed_throw}]^7 to shoot.
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add_hint_string( "zodiac_attack", &"SCRIPT_PLATFORM_SNOWMOBILE_ATTACK", ::should_stop_zodiac_attack_hint );
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// Hold ^3[{+attack}]^7 to drive.
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add_hint_string( "zodiac_drive", &"SCRIPT_PLATFORM_SNOWMOBILE_DRIVE", ::should_stop_zodiac_drive_hint );
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add_hint_string( "zodiac_reverse" , &"SCRIPT_PLATFORM_SNOWMOBILE_REVERSE", ::should_stop_zodiac_reverse_hint );
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}
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drive_vehicle()
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{
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Assert( self.code_classname == "script_vehicle" );
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vehicle = self;
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vehicle MakeUsable();
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self waittill( "vehicle_mount", player );
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Assert( IsDefined( player ) );
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Assert( player.classname == "player" );
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if ( !getdvarint( "scr_zodiac_test" ) && is_default_start() )
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{
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delayThread( 20, ::display_hint, "zodiac_attack" );
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delayThread( 3, ::display_hint, "zodiac_drive" );
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}
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player.vehicle = vehicle;
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vehicle.zodiac_3rdPersonModel = vehicle.model;
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vehicle.zodiacAmmoCount = SHOOT_AMMO_COUNT;
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vehicle.animname = "zodiac_player";
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vehicle assign_animtree();
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vehicle MakeUnusable();
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vehicle DontCastShadows();
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player thread reverse_hint( vehicle );
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player thread drive_target_enemy( vehicle );
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player thread drive_crash_detection( vehicle );
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player thread drive_camera( vehicle );
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player thread drive_notetrack_sounds( vehicle, "pullout_anim" );
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player thread drive_notetrack_sounds( vehicle, "fire_anim" );
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player thread drive_notetrack_sounds( vehicle, "reload_anim" );
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player thread drive_notetrack_sounds( vehicle, "putaway_anim" );
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player drive_switch_to_1st_person( vehicle );
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vehicle waittill_either( "vehicle_dismount", "death" );
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// player drive_switch_to_3rd_person( vehicle );
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player.vehicle = undefined;
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}
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get_ai_for_player()
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{
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return GetAIArray( "bad_guys" );
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}
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get_ai_for_price()
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{
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return GetAIArray( "bad_guys" );
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}
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drive_target_enemy( vehicle )
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{
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vehicle endon( "vehicle_dismount" );
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vehicle endon( "death" );
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vehicle endon( "stop_targetting" );
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check_dist_for_hargroves_boat[ "player" ] = 700*700;
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check_dist_for_enemy_boat[ "player" ] = 1300*1300;
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check_dist_for_stationary_guys[ "player" ] = 1300*1300;
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check_dist_for_hargroves_boat[ "price" ] = 1000*1000;
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check_dist_for_enemy_boat[ "price" ] = 3800*3800;
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check_dist_for_stationary_guys[ "price" ] = 4300*4300;
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ai_get_func[ "player" ] = ::get_ai_for_player;
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ai_get_func[ "price" ] = ::get_ai_for_price;
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baseYawSettings[ "price" ][ "right" ] = spawnstruct();
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baseYawSettings[ "price" ][ "right" ].min = -80;
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baseYawSettings[ "price" ][ "right" ].max = 5;
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baseYawSettings[ "price" ][ "right" ].ideal = -25;
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baseYawSettings[ "price" ][ "right" ].retainEnemyMin = -55;
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baseYawSettings[ "price" ][ "right" ].retainEnemyMax = 5;
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baseYawSettings[ "price" ][ "left" ] = spawnstruct();
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baseYawSettings[ "price" ][ "left" ].min = -5;
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baseYawSettings[ "price" ][ "left" ].max = 80;
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baseYawSettings[ "price" ][ "left" ].ideal = 25;
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baseYawSettings[ "price" ][ "left" ].retainEnemyMin = -5;
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baseYawSettings[ "price" ][ "left" ].retainEnemyMax = 55;
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baseYawSettings[ "player" ] = spawnstruct();
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baseYawSettings[ "player" ].min = -20;
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baseYawSettings[ "player" ].max = 20;
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baseYawSettings[ "player" ].ideal = 0;
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checking = "player";
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for ( ;; )
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{
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check_dist = check_dist_for_hargroves_boat[ checking ];
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ai = [[ ai_get_func[ checking ] ]]();
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bestAngle = 180.1;
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enemy = undefined;
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currentguy = self;
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if ( checking == "price" )
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currentguy = level.price;
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my_org = currentguy.origin;
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yawSettings = baseYawSettings[ "player" ];
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if ( checking == "price" )
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{
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if ( !isdefined( currentguy.a.boat_pose ) )
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{
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// Price hasn't started his boat AI anim script yet
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checking = "player";
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wait .05;
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continue;
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}
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yawSettings = baseYawSettings[ "price" ][ currentguy.a.boat_pose ];
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}
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foreach ( guy in ai )
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{
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his_org = guy.origin;
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if ( IsDefined( guy.ridingvehicle ) )
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{
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if ( guy.ridingvehicle == level.enemy_boat )
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check_dist = check_dist_for_hargroves_boat[ checking ];
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check_dist = check_dist_for_enemy_boat[ checking ];
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}
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else
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check_dist = check_dist_for_stationary_guys[ checking ];// helps make death animations more visible for those guys that are stationary.
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dist = distancesquared( his_org, my_org );
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if ( dist > check_dist )
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continue;
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anglesToGuy = vectorToAngles( his_org - my_org );
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pitch = AngleClamp180( anglesToGuy[0] );
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if ( abs( pitch ) > 15 )
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continue;
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yaw = AngleClamp180( anglesToGuy[1] - currentguy.angles[1] );
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if ( yaw < yawSettings.min || yaw > yawSettings.max )
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continue;
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if ( checking == "price" )
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{
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// price should always shoot the guys in close proximity (if he can aim at them)
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if ( dist < CLOSE_GUY_DIST )
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{
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enemy = guy;
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break;
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}
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// don't change price's enemy if the old one is still good
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if ( isDefined( currentguy.zodiac_enemy ) && guy == currentguy.zodiac_enemy && yaw >= yawSettings.retainEnemyMin && yaw <= yawSettings.retainEnemyMax )
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{
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enemy = guy;
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break;
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}
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}
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yaw = abs( AngleClamp180( yaw - yawSettings.ideal ) );
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if ( yaw < bestAngle )
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{
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bestAngle = yaw;
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enemy = guy;
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}
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}
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currentguy.zodiac_enemy = enemy;
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//if( checking == "price" && IsDefined( currentguy.zodiac_enemy ) )
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// thread draw_line_from_ent_to_ent_for_time( currentguy.zodiac_enemy, currentguy, 1 , 1 , 1 , .2 );
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wait( 0.1 );
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if ( checking == "price" )
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checking = "player";
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else
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checking = "price";
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}
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}
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drive_crash_detection( vehicle )
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{
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vehicle endon( "vehicle_dismount" );
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vehicle endon( "death" );
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level endon( "avalanche_begins" );
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vehicle waittill_vehicle_crashes();
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yaw_velocity = vehicle Vehicle_GetSpeed();
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yaw_velocity *= CONST_MPHCONVERSION;
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velocity = ( 0, yaw_velocity, 64 );
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self thread drive_crash_slide( vehicle, velocity );
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self player_dismount_vehicle();
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}
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waittill_vehicle_crashes()
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{
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level endon( "player_crashes" );// from triggers in the map
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self waittill( "veh_collision" );
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}
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drive_crash_slide( vehicle, velocity )
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{
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vehicle waittill( "vehicle_dismount" );
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self BeginSliding( velocity );
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if ( flag( "player_can_die_on_zodiac" ) )
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self kill_wrapper();
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wait( 1.0 );
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//self EndSliding();
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}
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drive_camera( vehicle )
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{
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vehicle endon( "vehicle_dismount" );
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vehicle endon( "death" );
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for ( ;; )
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{
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vehicle waittill( "third_person" );
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self drive_switch_to_3rd_person( vehicle );
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vehicle waittill( "first_person" );
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self drive_switch_to_1st_person( vehicle );
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}
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}
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drive_notetrack_sounds( vehicle, animflag )
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{
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vehicle endon( "vehicle_dismount" );
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vehicle endon( "death" );
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for ( ;; )
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{
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vehicle waittill( animflag, notetrack );
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prefix = GetSubStr( notetrack, 0, 3 );
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if ( prefix == "ps_" )
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{
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alias = GetSubStr( notetrack, 3 );
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if ( IsDefined( level.zodiac_sound_overrides[ alias ] ) )
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alias = level.zodiac_sound_overrides[ alias ];
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vehicle PlaySound( alias );
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continue;
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}
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}
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}
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drive_switch_to_1st_person( vehicle )
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{
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if ( IsDefined( vehicle.firstPerson ) )
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return;
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vehicle SetModel( level.zodiac_playerZodiacModel );
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vehicle Attach( level.zodiac_playerHandModel, "tag_player" );
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vehicle ClearAnim( vehicle getanim( "root" ), 0 );
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vehicle.firstPerson = true;
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self thread drive_firstperson_anims( vehicle );
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}
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drive_switch_to_3rd_person( vehicle )
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{
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if ( !isDefined( vehicle.firstPerson ) )
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return;
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if ( IsDefined( vehicle.gun_attached ) )
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{
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vehicle Detach( level.zodiac_gunModel, "tag_weapon_left" );
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vehicle.gun_attached = undefined;
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}
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vehicle Detach( level.zodiac_playerHandModel, "tag_player" );
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vehicle SetModel( vehicle.zodiac_3rdPersonModel );
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vehicle ClearAnim( vehicle getanim( "root" ), 0 );
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vehicle.firstPerson = undefined;
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vehicle notify( "kill_anims" );
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}
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drive_firstperson_anims( vehicle )
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{
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vehicle endon( "vehicle_dismount" );
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vehicle endon( "death" );
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vehicle endon( "kill_anims" );
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vehicle endon( "cleanup" );
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self childthread drive_shooting_anims( vehicle );
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}
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shootable_stuff_assist_damage( obj )
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{
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// don't assist destruction of these objects.
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dont_assist_destructible_destruction_here = getstructarray( "dont_assist_destructible_destruction_here", "targetname" );
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foreach ( spot in dont_assist_destructible_destruction_here )
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{
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Assert( IsDefined( spot.radius ) );
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if ( Distance( spot.origin, obj.origin ) < spot.radius )
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return;
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}
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self notify( "new_shootable_stuff_assist" );
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self endon( "new_shootable_stuff_assist" );
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obj waittill( "damage", ammount, attacker, dvec, p, type );
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for ( i = 0; i < 10; i++ )
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{
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wait .05;
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obj notify( "damage", ammount, level.player, dvec, p, type );
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}
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}
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SHOOTABLE_STUFF_COS = 0.965925;// Cos( 15 )
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drive_magic_bullet_get_end( vehicle, start, noshot )
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{
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end = SpawnStruct();
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if ( IsAlive( self.zodiac_enemy ) )
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{
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end.obj = self.zodiac_enemy;
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end.origin = self.zodiac_enemy GetShootAtPos() + randomvectorrange( -10, 10 ) + (0,0,-1*randomfloat(40 ) );
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return end;
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}
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shootable_stuff = array_combine( GetEntArray( "destructible_toy", "targetname" ), GetEntArray( "explodable_barrel", "targetname" ) );
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//try to shoot stuff ahead when there aren't any snowmbobile_enemy's..
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foreach ( obj in shootable_stuff )
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{
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if ( Distance( level.player.origin, obj.origin ) > 2300 )
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continue;
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if ( ! within_fov_2d( level.player.origin, level.player.angles, obj.origin, SHOOTABLE_STUFF_COS ) )
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continue;
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if ( ! level.player SightConeTrace( obj GetShootAtPos(), obj ) )
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continue;
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end.obj = obj;
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end.origin = obj.origin;
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thread shootable_stuff_assist_damage( obj );
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return end;
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}
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|
||
|
//target the last remaining boat drivers
|
||
|
shootable_boat_drivers = get_shootable_boatdrivers();
|
||
|
|
||
|
foreach ( obj in shootable_boat_drivers )
|
||
|
{
|
||
|
if ( Distance( level.player.origin, obj.origin ) > 1300 )
|
||
|
continue;
|
||
|
|
||
|
if ( ! within_fov_2d( level.player.origin, level.player.angles, obj.origin, Cos( 15 ) ) )
|
||
|
continue;
|
||
|
|
||
|
if ( ! level.player SightConeTrace( obj.origin + ( 0, 0, 16 ), obj ) )
|
||
|
continue;
|
||
|
|
||
|
end.obj = obj;
|
||
|
end.origin = obj.origin;
|
||
|
end.shootable_driver = true;
|
||
|
return end;
|
||
|
}
|
||
|
|
||
|
if ( IsDefined( noshot ) )
|
||
|
return end;
|
||
|
|
||
|
angles = vehicle GetTagAngles( "tag_flash" );
|
||
|
forward = AnglesToForward( angles );
|
||
|
end.origin = start + forward * 1500;
|
||
|
|
||
|
return end;
|
||
|
|
||
|
}
|
||
|
|
||
|
get_shootable_boatdrivers()
|
||
|
{
|
||
|
boats = GetEntArray( "script_vehicle_zodiac_physics", "classname" );
|
||
|
|
||
|
boatdrivers = [];
|
||
|
foreach ( boat in boats )
|
||
|
{
|
||
|
if ( boat == level.players_boat )
|
||
|
continue;
|
||
|
if ( boat == level.enemy_boat )
|
||
|
continue;
|
||
|
|
||
|
|
||
|
if ( IsSpawner( boat ) )
|
||
|
continue;
|
||
|
|
||
|
if ( boat.riders.size > 1 )
|
||
|
continue;
|
||
|
|
||
|
if ( !boat.riders.size )
|
||
|
continue;
|
||
|
|
||
|
if ( IsDefined( boat.script_noteworthy ) && boat.script_noteworthy == "bobbing_boat" )
|
||
|
continue;
|
||
|
|
||
|
boat thread wipeout_when_not_in_fov();
|
||
|
|
||
|
Assert( boat.riders[ 0 ].vehicle_position == 0 );
|
||
|
Assert( IsDefined( boat.riders[ 0 ].ridingvehicle ) );
|
||
|
boatdrivers[ boatdrivers.size ] = boat.riders[ 0 ];
|
||
|
}
|
||
|
return boatdrivers;
|
||
|
|
||
|
}
|
||
|
|
||
|
FOV_FOR_WIPEOUT = 0.5;// Cos( 60 );
|
||
|
|
||
|
wipeout_when_not_in_fov()
|
||
|
{
|
||
|
self notify( "wipeout_when_not_in_fov" );
|
||
|
self endon( "wipeout_when_not_in_fov" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
while ( within_fov_of_players( self.origin, FOV_FOR_WIPEOUT ) )
|
||
|
wait .05;
|
||
|
|
||
|
self.wipeout = true;
|
||
|
}
|
||
|
|
||
|
drive_magic_bullet_trace( obj, start, end )
|
||
|
{
|
||
|
trace = BulletTrace( start, end, false, self );
|
||
|
if ( !isdefined( trace[ "entity" ] ) )
|
||
|
return false;
|
||
|
if ( trace[ "entity" ] != obj )
|
||
|
return false;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
drive_magic_bullet( vehicle )
|
||
|
{
|
||
|
start = vehicle GetTagOrigin( "tag_flash" );
|
||
|
|
||
|
end = drive_magic_bullet_get_end( vehicle, start );
|
||
|
|
||
|
if( flag( "player_in_sight_of_boarding" ) )
|
||
|
MagicBullet( level.zodiac_gun, start, start + ( 0, 0, 255 ), self );
|
||
|
else
|
||
|
MagicBullet( level.zodiac_gun, start, end.origin, self );
|
||
|
|
||
|
PlayFXOnTag( level.zodiac_gunFlashFx, vehicle, "tag_flash" );
|
||
|
PlayFXOnTag( level.zodiac_gunShellFx, vehicle, "tag_brass" );
|
||
|
|
||
|
level.player PlayRumbleOnEntity( "smg_fire" );
|
||
|
|
||
|
|
||
|
|
||
|
if ( !isdefined( end.obj ) )
|
||
|
return;
|
||
|
|
||
|
if ( !isai( end.obj ) )
|
||
|
end.obj notify( "damage", 50, level.player, self.origin, end.obj.origin, "MOD_PISTOL_BULLET", "", "" );
|
||
|
|
||
|
if ( IsDefined( end.shootable_driver ) )
|
||
|
{
|
||
|
driver_death( end.obj );
|
||
|
return;
|
||
|
}
|
||
|
// end.obj common_scripts\_destructible::force_explosion();
|
||
|
}
|
||
|
|
||
|
driver_death( guy )
|
||
|
{
|
||
|
guy notify( "newanim" );
|
||
|
Assert( !IsAI( guy ) );
|
||
|
guy StartRagdoll();
|
||
|
guy.ridingvehicle.wipeout = true;
|
||
|
}
|
||
|
|
||
|
drive_blend_anims_with_steering( vehicle, animflag, endNotify, leftAnim, centerAnim, rightAnim )
|
||
|
{
|
||
|
vehicle endon( endNotify );
|
||
|
|
||
|
vehicle SetFlaggedAnimRestart( animflag, vehicle getanim( leftAnim ), 0.001, STEERING_BLEND_TIME, 1.0 );
|
||
|
vehicle SetFlaggedAnimRestart( animflag, vehicle getanim( centerAnim ), 0.001, STEERING_BLEND_TIME, 1.0 );
|
||
|
vehicle SetFlaggedAnimRestart( animflag, vehicle getanim( rightAnim ), 0.001, STEERING_BLEND_TIME, 1.0 );
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
steerValue = vehicle Vehicle_GetSteering() * -1.0;
|
||
|
|
||
|
// never set a weight to zero so that all the anims continue to play
|
||
|
if ( steerValue >= 0.0 )
|
||
|
{
|
||
|
leftWeight = 0.001;
|
||
|
centerWeight = -0.999 * steerValue + 1.0;
|
||
|
rightWeight = 0.999 * steerValue + 0.001;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
leftWeight = -0.999 * steerValue + 0.001;
|
||
|
centerWeight = 0.999 * steerValue + 1.0;
|
||
|
rightWeight = 0.001;
|
||
|
}
|
||
|
|
||
|
vehicle SetFlaggedAnim( animflag, vehicle getanim( leftAnim ), leftWeight, STEERING_BLEND_TIME, 1.0 );
|
||
|
vehicle SetFlaggedAnim( animflag, vehicle getanim( centerAnim ), centerWeight, STEERING_BLEND_TIME, 1.0 );
|
||
|
vehicle SetFlaggedAnim( animflag, vehicle getanim( rightAnim ), rightWeight, STEERING_BLEND_TIME, 1.0 );
|
||
|
|
||
|
wait UPDATE_TIME;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
drive_shooting_update_anims( vehicle )
|
||
|
{
|
||
|
// start pull out anim
|
||
|
vehicle SetAnimKnobLimited( vehicle getanim( "gun_pullout_root" ), 1.0, 0.0, 1.0 );
|
||
|
self childthread drive_blend_anims_with_steering( vehicle, "pullout_anim", "pullout_done", "gun_pullout_L", "gun_pullout", "gun_pullout_R" );
|
||
|
|
||
|
// attach the gun
|
||
|
vehicle waittillmatch( "pullout_anim", "attach_gun" );
|
||
|
vehicle Attach( level.zodiac_gunModel, "tag_weapon_left" );
|
||
|
|
||
|
//"viewmodel_miniUZI"
|
||
|
vehicle HidePart( "TAG_ACOG_2", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_RAIL", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_RED_DOT", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_EOTECH", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_SILENCER", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_THERMAL_SCOPE", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_RETICLE_RED_DOT", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_EOTECH_RETICLE", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_RETICLE_ACOG", level.zodiac_gunModel );
|
||
|
vehicle HidePart( "TAG_RETICLE_THERMAL_SCOPE", level.zodiac_gunModel );
|
||
|
|
||
|
|
||
|
vehicle.gun_attached = true;
|
||
|
|
||
|
vehicle waittillmatch( "pullout_anim", "end" );
|
||
|
vehicle notify( "pullout_done" );
|
||
|
|
||
|
// start gun anim
|
||
|
vehicle SetAnim( vehicle getanim( "uzi" ), 1.0, 0.0, 1.0 );
|
||
|
|
||
|
// start idle
|
||
|
vehicle SetAnimKnobLimited( vehicle getanim( "gun_idle" ), 1.0, 0.0, 1.0 );
|
||
|
|
||
|
vehicle.zodiacShootTimer = SHOOT_ARM_UP_DELAY;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( vehicle.zodiacShootTimer <= 0.0 )
|
||
|
break;
|
||
|
|
||
|
shootButtonPressed = is_shoot_button_pressed();
|
||
|
|
||
|
if ( shootButtonPressed && ( vehicle.zodiacAmmoCount > 0 ) )
|
||
|
{
|
||
|
flag_set( "player_shot_on_zodiac" );
|
||
|
// play gun fire anims
|
||
|
vehicle SetFlaggedAnimKnobLimitedRestart( "fire_anim", vehicle getanim( "gun_fire" ), 1.0, 0.0, 1.0 );
|
||
|
|
||
|
if ( vehicle.zodiacAmmoCount == 1 )
|
||
|
vehicle SetAnimKnobLimitedRestart( vehicle getanim( "uzi_last_fire" ), 1.0, 0.0, 1.0 );
|
||
|
else
|
||
|
vehicle SetAnimKnobLimitedRestart( vehicle getanim( "uzi_fire" ), 1.0, 0.0, 1.0 );
|
||
|
|
||
|
// fire bullet
|
||
|
self drive_magic_bullet( vehicle );
|
||
|
|
||
|
wait( SHOOT_FIRE_TIME );
|
||
|
|
||
|
vehicle.zodiacAmmoCount -= 1;
|
||
|
vehicle.zodiacShootTimer = SHOOT_ARM_UP_DELAY;
|
||
|
}
|
||
|
else if ( vehicle.zodiacAmmoCount <= 0 )
|
||
|
{
|
||
|
// play reload anims
|
||
|
vehicle SetFlaggedAnimKnobLimitedRestart( "reload_anim", vehicle getanim( "gun_reload" ), 1.0, 0.0, 1.0 );
|
||
|
vehicle SetAnimKnobLimitedRestart( vehicle getanim( "uzi_reload" ), 1.0, 0.0, 1.0 );
|
||
|
|
||
|
vehicle waittillmatch( "reload_anim", "end" );
|
||
|
|
||
|
vehicle.zodiacAmmoCount = SHOOT_AMMO_COUNT;
|
||
|
vehicle.zodiacShootTimer = SHOOT_ARM_UP_DELAY;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// play idle
|
||
|
vehicle SetAnimKnobLimited( vehicle getanim( "gun_idle" ), 1.0, 0.0, 1.0 );
|
||
|
vehicle.zodiacShootTimer -= UPDATE_TIME;
|
||
|
}
|
||
|
|
||
|
wait UPDATE_TIME;
|
||
|
}
|
||
|
|
||
|
// start put away anim
|
||
|
vehicle SetAnimKnobLimited( vehicle getanim( "gun_putaway_root" ), 1.0, 0.0, 1.0 );
|
||
|
self childthread drive_blend_anims_with_steering( vehicle, "putaway_anim", "putaway_done", "gun_putaway_L", "gun_putaway", "gun_putaway_R" );
|
||
|
|
||
|
// detach the gun
|
||
|
vehicle waittillmatch( "putaway_anim", "detach_gun" );
|
||
|
if ( IsDefined( vehicle.gun_attached ) )
|
||
|
{
|
||
|
vehicle Detach( level.zodiac_gunModel, "tag_weapon_left" );
|
||
|
vehicle.gun_attached = undefined;
|
||
|
}
|
||
|
|
||
|
vehicle waittillmatch( "putaway_anim", "end" );
|
||
|
vehicle notify( "putaway_done" );
|
||
|
vehicle notify( "drive_shooting_done" );
|
||
|
}
|
||
|
|
||
|
|
||
|
drive_shooting_anims( vehicle )
|
||
|
{
|
||
|
vehicle SetAnim( vehicle getanim( "drive_left_arm" ), 1.0, SHOOT_BLEND_TIME, 1.0 );
|
||
|
vehicle SetAnim( vehicle getanim( "shoot_left_arm" ), 0.0, SHOOT_BLEND_TIME, 1.0 );
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
shootButtonPressed = is_shoot_button_pressed();
|
||
|
|
||
|
if ( shootButtonPressed )
|
||
|
{
|
||
|
vehicle SetAnim( vehicle getanim( "drive_left_arm" ), 0.001, SHOOT_BLEND_TIME, 1.0 );
|
||
|
vehicle SetAnim( vehicle getanim( "shoot_left_arm" ), 1.0, SHOOT_BLEND_TIME, 1.0 );
|
||
|
|
||
|
self childthread drive_shooting_update_anims( vehicle );
|
||
|
|
||
|
vehicle waittill( "drive_shooting_done" );
|
||
|
}
|
||
|
|
||
|
vehicle SetAnim( vehicle getanim( "drive_left_arm" ), 1.0, SHOOT_BLEND_TIME, 1.0 );
|
||
|
vehicle SetAnim( vehicle getanim( "shoot_left_arm" ), 0.0, SHOOT_BLEND_TIME, 1.0 );
|
||
|
|
||
|
wait UPDATE_TIME;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
is_shoot_button_pressed()
|
||
|
{
|
||
|
// pc
|
||
|
return self AttackButtonPressed();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
#using_animtree( "vehicles" );
|
||
|
zodiac_anims()
|
||
|
{
|
||
|
level.scr_animtree[ "zodiac_player" ] = #animtree;
|
||
|
level.scr_model[ "zodiac_player" ] = level.zodiac_playerHandModel;
|
||
|
level.scr_anim[ "zodiac_player" ][ "root" ] = %root;
|
||
|
level.scr_anim[ "zodiac_player" ][ "left_arm" ] = %player_snowmobile_left_arm;
|
||
|
level.scr_anim[ "zodiac_player" ][ "drive_left_arm" ] = %player_snowmobile_drive_left_arm;
|
||
|
level.scr_anim[ "zodiac_player" ][ "shoot_left_arm" ] = %player_snowmobile_shoot_left_arm;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_fire" ] = %player_snowmobile_gun_fire;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_idle" ] = %player_snowmobile_gun_idle;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_pullout_root" ] = %player_snowmobile_gun_pullout_root;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_pullout_L" ] = %player_snowmobile_gun_pullout_L;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_pullout" ] = %player_snowmobile_gun_pullout;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_pullout_R" ] = %player_snowmobile_gun_pullout_R;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_putaway_root" ] = %player_snowmobile_gun_putaway_root;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_putaway_L" ] = %player_snowmobile_gun_putaway_L;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_putaway" ] = %player_snowmobile_gun_putaway;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_putaway_R" ] = %player_snowmobile_gun_putaway_R;
|
||
|
level.scr_anim[ "zodiac_player" ][ "gun_reload" ] = %player_snowmobile_gun_reload;
|
||
|
|
||
|
level.scr_anim[ "zodiac_player" ][ "right_arm" ] = %player_snowmobile_right_arm;
|
||
|
|
||
|
level.scr_anim[ "zodiac_player" ][ "uzi" ] = %snowmobile_glock;
|
||
|
level.scr_anim[ "zodiac_player" ][ "uzi_fire" ] = %snowmobile_glock_fire;
|
||
|
level.scr_anim[ "zodiac_player" ][ "uzi_last_fire" ] = %snowmobile_glock_last_fire;
|
||
|
level.scr_anim[ "zodiac_player" ][ "uzi_reload" ] = %snowmobile_glock_reload;
|
||
|
|
||
|
level.scr_anim[ "zodiac_player" ][ "sleeve_pose" ] = %player_sleeve_pose;
|
||
|
level.scr_anim[ "zodiac_player" ][ "sleeve_flapping" ] = %player_sleeve_flapping;
|
||
|
}
|
||
|
|
||
|
should_stop_zodiac_attack_hint()
|
||
|
{
|
||
|
if ( !isdefined( level.player.vehicle ) )
|
||
|
return true;
|
||
|
|
||
|
return flag( "player_shot_on_zodiac" );
|
||
|
}
|
||
|
|
||
|
|
||
|
should_stop_zodiac_drive_hint()
|
||
|
{
|
||
|
if ( !isdefined( level.player.vehicle ) )
|
||
|
return true;
|
||
|
|
||
|
return level.player.vehicle.veh_speed > 10;
|
||
|
}
|
||
|
|
||
|
|
||
|
reverse_hint( vehicle )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
vehicle endon( "vehicle_dismount" );
|
||
|
vehicle endon( "death" );
|
||
|
|
||
|
level endon ( "no_more_reverse_hints" );
|
||
|
|
||
|
vehicle wait_for_vehicle_to_move();
|
||
|
|
||
|
vehicle.hint_brake_count = 0;
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( abs( vehicle.veh_speed ) < 5 )
|
||
|
{
|
||
|
vehicle.hint_brake_count++;
|
||
|
if ( vehicle.hint_brake_count >= 3 )
|
||
|
{
|
||
|
vehicle display_hint( "zodiac_reverse" );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vehicle.hint_brake_count = 0;
|
||
|
}
|
||
|
wait( 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait_for_vehicle_to_move()
|
||
|
{
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( self.veh_speed > 40 )
|
||
|
return;
|
||
|
wait( 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
should_stop_zodiac_reverse_hint()
|
||
|
{
|
||
|
if ( !isdefined( self.vehicle ) )
|
||
|
return true;
|
||
|
return self.vehicle.hint_brake_count < 3;
|
||
|
}
|