1316 lines
31 KiB
Plaintext
1316 lines
31 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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main()
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{
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flag_init( "coop_game" );
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flag_init( "coop_revive" );
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flag_init( "coop_alldowned" );
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flag_init( "coop_show_constant_icon" );
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flag_init( "coop_fail_when_all_dead" );
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setDvarIfUninitialized( "coop_revive", 1 );
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setDvarIfUninitialized( "coop_show_constant_icon", 1 );
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//later on - hopefully this flag will be set through some real time method
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//so that the 2nd player can jump in and out of a game at any moment...right
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//now this check only happens at the load of each level and doesn't get checked again
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if ( is_coop() )
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flag_set( "coop_game" );
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if ( getdvar( "coop_revive", 1 ) == "1" )
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flag_set( "coop_revive" );
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flag_set( "coop_show_constant_icon" );
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// "Partner down"
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precacheString( &"SCRIPT_COOP_BLEEDING_OUT_PARTNER" );
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// "Bleeding out"
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precacheString( &"SCRIPT_COOP_BLEEDING_OUT" );
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// "Reviving partner..."
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precacheString( &"SCRIPT_COOP_REVIVING_PARTNER" );
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// "Being revived..."
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precacheString( &"SCRIPT_COOP_REVIVING" );
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// "Hold ^3[{+usereload}]^7 to revive"
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precacheString( &"SCRIPT_COOP_REVIVE" );
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precacheShader( "hint_health" );
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precacheShader( "coop_player_location" );
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precacheShader( "coop_player_location_fire" );
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level.coop_icon_green = ( 0.635, 0.929, 0.604 );
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level.coop_icon_yellow = ( 1, 1, 0.2 );
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level.coop_icon_orange = ( 1, .65, 0.2 );
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level.coop_icon_red = ( 1, 0.2, 0.2 );
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level.coop_icon_white = ( 1, 1, 1 );
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level.coop_icon_downed = level.coop_icon_yellow;
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level.coop_icon_shoot = level.coop_icon_green;
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level.coop_icon_damage = level.coop_icon_orange;
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level.coop_icon_blinktime = 7; // how long the non-downed player's hud icon should blink after the downed player presses the nag button
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level.coop_icon_blinkcrement = 0.375; // how long each "blink" lasts
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level.coop_revive_nag_hud_refreshtime = 20;
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level.revive_hud_base_offset = 75;
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level.revive_bar_base_offset = 15;
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if ( !issplitscreen() )
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level.revive_hud_base_offset = 120;
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foreach( player in level.players )
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player.reviving_buddy = false;
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// Used to keep one player alive for a few seconds when the other player goes down
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level.coop_last_player_downed_time = 0;
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thread downed_player_manager();
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thread player_coop_check_mission_ended();
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}
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player_coop_proc()
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{
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//this checks to see if we're already running the process
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if ( !flag( "coop_game" ) )
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return;
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level endon( "coop_game" );
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if ( self ent_flag( "coop_proc_running" ) )
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return;
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if ( !isdefined( self.original_maxhealth ) )
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self.original_maxhealth = self.maxhealth;
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if ( !flag( "coop_revive" ) )
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return;
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level endon( "coop_revive" );
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self thread player_coop_proc_ended();
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switch( level.gameskill )
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{
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case 0:
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case 1:
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self.coop.bleedout_time_default = 120;
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level.coop_bleedout_stage2_multiplier = 0.5;
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level.coop_bleedout_stage3_multiplier = 0.25;
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break;
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case 2:
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self.coop.bleedout_time_default = 90;
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level.coop_bleedout_stage2_multiplier = 0.66;
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level.coop_bleedout_stage3_multiplier = 0.33;
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break;
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case 3:
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self.coop.bleedout_time_default = 60;
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level.coop_bleedout_stage2_multiplier = 0.5;
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level.coop_bleedout_stage3_multiplier = 0.25;
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break;
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}
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self ent_flag_set( "coop_proc_running" );
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self EnableDeathShield( true );
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assertex( self ent_flag_exist( "coop_downed" ), "Didnt have flag set" );
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self ent_flag_clear( "coop_downed" );
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self ent_flag_clear( "coop_pause_bleedout_timer" );
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self thread player_setup_icon();
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self endon( "death" );
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my_id = self.unique_id;
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while ( 1 )
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{
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self waittill( "deathshield", damage, attacker, direction, point, type, modelName, tagName, partName, dflags, weaponName );
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// we're already downed
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if ( self ent_flag( "coop_downed" ) )
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continue;
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death_array = [];
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death_array[ "damage" ] = damage;
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death_array[ "player" ] = self;
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// Only want to set this on the *second* player to go down.
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// We want to know the most recent reason for a player to be killed, rather than something that
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// happened to the first player potentially almost 2 minutes ago (or whatever the revive time is).
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buddy = get_other_player( self );
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if ( buddy ent_flag( "coop_downed" ) )
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{
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self.coop_death_reason = [];
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self.coop_death_reason[ "attacker" ] = attacker;
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self.coop_death_reason[ "cause" ] = type;
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self.coop_death_reason[ "weapon_name" ] = weaponName;
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}
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level.downed_players[ self.unique_id ] = death_array;
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self try_crush_player( attacker, type );
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// the downed_player_manager will down the player
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level notify( "player_downed" );
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}
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}
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try_crush_player( attacker, type )
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{
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if ( !Isdefined( attacker ) )
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{
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return;
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}
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if ( !Isdefined( type ) )
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{
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return;
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}
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if ( type != "MOD_CRUSH" )
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{
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return;
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}
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// If a vehicle crushed the player, make sure the vehicle is moving before we kill, if not, then the player should live
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if ( IsDefined( attacker.vehicletype ) )
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{
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speed = attacker Vehicle_GetSpeed();
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if ( abs( speed ) == 0 )
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{
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return;
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}
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}
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if ( flag( "special_op_terminated" ) )
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{
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return;
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}
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attacker maps\_specialops::so_crush_player( self, type );
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}
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downed_player_manager()
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{
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for ( ;; )
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{
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// the array will be refilled when a player is downed
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level.downed_players = [];
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level waittill( "player_downed" );
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assertex( isdefined( level.player_downed_death_buffer_time ), "level.player_downed_death_buffer_time didnt get defined!" );
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// wait until the end of the frame so the array will have all players that were downed in it
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waittillframeend;
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if ( gettime() < level.coop_last_player_downed_time + level.player_downed_death_buffer_time * 1000 )
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{
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// cant die until this time has passed
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continue;
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}
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level.coop_last_player_downed_time = gettime();
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// figure out which player to down
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highest_damage = 0;
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downed_player = undefined;
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// randomize it so either player can be downed if they tie on damage
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level.downed_players = array_randomize( level.downed_players );
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foreach ( unique_id, array in level.downed_players )
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{
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//Print3d( array[ "player" ] geteye(), array[ "damage" ], (1,0,0), 1, 1, 500 );
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if ( array[ "damage" ] >= highest_damage )
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{
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downed_player = array[ "player" ];
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}
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}
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assertex( isdefined( downed_player ), "Downed_player was not defined!" );
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downed_player thread player_coop_downed();
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// the remaining player gets slightly buffed
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thread maps\_gameskill::resetSkill();
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}
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}
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create_fresh_friendly_icon( material )
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{
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if ( isdefined( self.friendlyIcon ) )
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self.friendlyIcon Destroy();
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self.friendlyIcon = NewClientHudElem( self );
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self.friendlyIcon SetShader( material, 1, 1 );
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self.friendlyIcon SetWayPoint( true, true, false );
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self.friendlyIcon SetWaypointIconOffscreenOnly();
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self.friendlyIcon SetTargetEnt( get_other_player( self ) );
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self.friendlyIcon.material = material;
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self.friendlyIcon.hidewheninmenu = true;
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if ( flag( "coop_show_constant_icon" ) )
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self.friendlyIcon.alpha = 1.0;
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else
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self.friendlyIcon.alpha = 0.0;
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}
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rebuild_friendly_icon( color, material, non_rotating )
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{
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if ( isdefined( self.noFriendlyHudIcon ) )
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return;
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assertex( isdefined( color ), "rebuild_friendly_icon requires a valid color to be passed in." );
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assertex( isdefined( material ), "rebuild_friendly_icon requires a valid material to be passed in.");
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// Rebuild from scratch if it doesn't exist or the material has changed.
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if ( !isdefined( self.friendlyIcon ) || ( self.friendlyIcon.material != material ) )
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{
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create_fresh_friendly_icon( material );
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}
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self.friendlyIcon.color = color;
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if ( !isdefined( non_rotating ) )
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self.friendlyIcon SetWaypointEdgeStyle_RotatingIcon();
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}
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CreateFriendlyHudIcon_Normal()
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{
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self rebuild_friendly_icon( level.coop_icon_green, "coop_player_location" );
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}
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CreateFriendlyHudIcon_Downed()
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{
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self rebuild_friendly_icon( level.coop_icon_downed, "hint_health", true );
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}
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FriendlyHudIcon_BlinkWhenFire()
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{
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self endon( "death" );
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while ( 1 )
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{
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self waittill( "weapon_fired" );
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other_player = get_other_player( self );
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other_player thread FriendlyHudIcon_FlashIcon( level.coop_icon_shoot, "coop_player_location_fire" );
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}
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}
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FriendlyHudIcon_BlinkWhenDamaged()
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{
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self endon( "death" );
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while ( 1 )
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{
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self waittill( "damage" );
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other_player = get_other_player( self );
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other_player thread FriendlyHudIcon_FlashIcon( level.coop_icon_damage, "coop_player_location" );
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}
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}
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FriendlyHudIcon_FlashIcon( color, material )
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{
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if ( isdefined( self.noFriendlyHudIcon ) )
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return;
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self endon( "death" );
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self notify( "flash_color_thread" );
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self endon( "flash_color_thread" );
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other_player = get_other_player( self );
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if ( other_player ent_flag( "coop_downed" ) )
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return;
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self rebuild_friendly_icon( color, material );
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wait .5;
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self rebuild_friendly_icon( level.coop_icon_green, "coop_player_location" );
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}
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player_setup_icon()
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{
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if ( !flag( "coop_game" ) )
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return;
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level endon( "coop_game" );
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self CreateFriendlyHudIcon_Normal();
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self thread FriendlyHudIcon_BlinkWhenFire();
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self thread FriendlyHudIcon_BlinkWhenDamaged();
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if ( isdefined( self.noFriendlyHudIcon ) )
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return;
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while ( 1 )
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{
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flag_wait( "coop_show_constant_icon" );
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self.friendlyIcon.alpha = 1;
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flag_waitopen( "coop_show_constant_icon" );
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self.friendlyIcon.alpha = 0;
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}
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}
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player_coop_create_use_target()
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{
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level.revive_ent = spawn( "script_model", self.origin + ( 0, 0, 28 ) ); // offset can't be higher than prone height of 30
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// level.revive_ent setModel( "defaultvehicle" );
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level.revive_ent setModel( "tag_origin" );
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level.revive_ent linkTo( self, "tag_origin" );
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level.revive_ent makeUsable();
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level.revive_ent setHintString( &"SCRIPT_COOP_REVIVE" ); // LANG_ENGLISH Hold ^3[{+usereload}]^7 to revive"
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}
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player_coop_destroy_use_target()
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{
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foreach ( player in level.players )
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player.reviving_buddy = false;
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if ( isdefined( level.revive_ent ) )
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level.revive_ent Delete();
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}
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player_coop_downed()
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{
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self endon( "death" );
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self player_coop_set_down_attributes();
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player_coop_check_alldowned();
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if ( flag( "coop_alldowned" ) )
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self player_coop_kill();
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self player_coop_create_use_target();
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//put up icon
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self thread player_coop_downed_dialogue();
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self thread player_coop_downed_hud();
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self thread player_coop_downed_icon();
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self thread player_coop_enlist_savior();
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self add_wait( ::flag_wait, "coop_alldowned" );
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self add_wait( ::ent_flag_waitopen, "coop_downed" );
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self add_wait( ::waittill_msg, "coop_bled_out" );
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do_wait_any();
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//take down icon
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waittillframeend;
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self notify( "end_func_player_coop_downed_icon" );
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if ( flag( "coop_alldowned" ) || self ent_flag( "coop_downed" ) )
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self player_coop_kill();
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self player_coop_set_original_attributes();
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}
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player_coop_downed_dialogue()
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{
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self endon( "death" );
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self endon( "revived" );
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level endon( "special_op_terminated" );
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other_player = get_other_player( self );
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time = other_player.coop.bleedout_time_default;
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//time_fifth = time * 0.2;
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initialWait = 1;
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wait initialWait;
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self notify( "so_downed" );
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self delaythread( 0.05, ::player_coop_downed_nag_button );
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}
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get_coop_downed_hud_color( current_time, total_time, doBlinks )
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{
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// only one player should see the blinking
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if( !IsDefined( doBlinks ) )
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{
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doBlinks = true;
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}
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// maybe we have to deliver the blink state?
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if( doBlinks && self coop_downed_hud_should_blink() )
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{
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ASSERT( IsDefined( self.blinkState ) );
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if( self.blinkState == 1 )
|
||
|
{
|
||
|
return level.coop_icon_white;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we're not blinking, return the base color
|
||
|
if ( current_time < ( total_time * level.coop_bleedout_stage3_multiplier ) )
|
||
|
{
|
||
|
return level.coop_icon_red;
|
||
|
}
|
||
|
|
||
|
if ( current_time < ( total_time * level.coop_bleedout_stage2_multiplier ) )
|
||
|
{
|
||
|
return level.coop_icon_orange;
|
||
|
}
|
||
|
|
||
|
return level.coop_icon_downed;
|
||
|
}
|
||
|
|
||
|
coop_downed_hud_should_blink()
|
||
|
{
|
||
|
otherplayer = get_other_player( self );
|
||
|
|
||
|
if( otherplayer player_coop_is_reviving() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// have we ever pressed the nag button?
|
||
|
if( IsDefined( self.lastReviveNagButtonPressTime ) )
|
||
|
{
|
||
|
// did we press the button recently?
|
||
|
if( ( GetTime() - self.lastReviveNagButtonPressTime ) < ( level.coop_icon_blinktime * 1000 ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// this toggles the blink state so we don't have to track increment time in the get_coop_downed_hud_color() function
|
||
|
player_downed_hud_toggle_blinkstate()
|
||
|
{
|
||
|
self notify( "player_downed_hud_blinkstate" );
|
||
|
self endon( "player_downed_hud_blinkstate" );
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
|
||
|
self.blinkState = 1;
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
wait( level.coop_icon_blinkcrement );
|
||
|
|
||
|
if( self.blinkState == 1 )
|
||
|
{
|
||
|
self.blinkState = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.blinkState = 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_downed_nag_button()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
level endon( "special_op_terminated" );
|
||
|
|
||
|
self NotifyOnPlayerCommand( "nag", "weapnext" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( !self can_show_nag_prompt() )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( self nag_should_draw_hud() )
|
||
|
{
|
||
|
self thread nag_prompt_show();
|
||
|
self thread nag_prompt_cancel();
|
||
|
}
|
||
|
|
||
|
msg = self waittill_any_timeout( level.coop_revive_nag_hud_refreshtime, "nag", "nag_cancel" );
|
||
|
|
||
|
if( msg == "nag" )
|
||
|
{
|
||
|
self.lastReviveNagButtonPressTime = GetTime();
|
||
|
self thread player_downed_hud_toggle_blinkstate();
|
||
|
self thread maps\_specialops_battlechatter::play_revive_nag();
|
||
|
}
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
nag_should_draw_hud()
|
||
|
{
|
||
|
waitTime = level.coop_revive_nag_hud_refreshtime * 1000;
|
||
|
|
||
|
if( !IsDefined( self.lastReviveNagButtonPressTime ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if( GetTime() - self.lastReviveNagButtonPressTime < waitTime )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
nag_prompt_show()
|
||
|
{
|
||
|
fadeTime = 0.05;
|
||
|
loc = &"SPECIAL_OPS_REVIVE_NAG_HINT";
|
||
|
|
||
|
hud = self get_nag_hud();
|
||
|
hud.alpha = 0;
|
||
|
hud SetText( loc );
|
||
|
hud FadeOverTime( fadeTime );
|
||
|
hud.alpha = 1;
|
||
|
|
||
|
self waittill_disable_nag();
|
||
|
|
||
|
hud FadeOverTime( fadeTime );
|
||
|
hud.alpha = 0;
|
||
|
hud delaycall( ( fadeTime + 0.05 ), ::Destroy );
|
||
|
}
|
||
|
|
||
|
waittill_disable_nag()
|
||
|
{
|
||
|
level endon( "special_op_terminated" );
|
||
|
self waittill_any( "nag", "nag_cancel", "death" );
|
||
|
}
|
||
|
|
||
|
get_nag_hud()
|
||
|
{
|
||
|
hudelem = NewClientHudElem( self );
|
||
|
|
||
|
hudelem.x = 0;
|
||
|
hudelem.y = 50;
|
||
|
hudelem.alignX = "center";
|
||
|
hudelem.alignY = "middle";
|
||
|
hudelem.horzAlign = "center";
|
||
|
hudelem.vertAlign = "middle";
|
||
|
hudelem.fontScale = 1;
|
||
|
hudelem.color = ( 1.0, 1.0, 1.0 );
|
||
|
hudelem.font = "hudsmall";
|
||
|
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
|
||
|
hudelem.glowAlpha = 0;
|
||
|
hudelem.foreground = 1;
|
||
|
hudelem.hidewheninmenu = true;
|
||
|
hudelem.hidewhendead = true;
|
||
|
return hudelem;
|
||
|
}
|
||
|
|
||
|
nag_prompt_cancel()
|
||
|
{
|
||
|
self endon( "nag" );
|
||
|
|
||
|
while( self can_show_nag_prompt() )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
self notify( "nag_cancel" );
|
||
|
}
|
||
|
|
||
|
can_show_nag_prompt()
|
||
|
{
|
||
|
if ( isdefined( level.hide_nag_prompt ) && level.hide_nag_prompt )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
otherplayer = get_other_player( self );
|
||
|
if( otherplayer player_coop_is_reviving() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( !self maps\_specialops_battlechatter::can_say_current_nag_event_type() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
player_coop_downed_hud()
|
||
|
{
|
||
|
self endon( "end_func_player_coop_downed_icon" );
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
|
||
|
level endon( "special_op_terminated" );
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
player.revive_text = player createClientFontString( "hudsmall", 1.0 );
|
||
|
player.revive_text setPoint( "CENTER", undefined, 0, level.revive_hud_base_offset );
|
||
|
player.revive_text thread maps\_specialops::so_hud_pulse_create();
|
||
|
|
||
|
player.revive_timer = player createClientTimer( "hudsmall", 1.2 );
|
||
|
player.revive_timer setPoint( "CENTER", undefined, 0, level.revive_hud_base_offset + level.revive_bar_base_offset );
|
||
|
player.revive_timer thread maps\_specialops::so_hud_pulse_create();
|
||
|
}
|
||
|
|
||
|
self thread player_coop_downed_hud_destroy();
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( player == self )
|
||
|
player.revive_text settext( &"SCRIPT_COOP_BLEEDING_OUT" );
|
||
|
else
|
||
|
player.revive_text settext( &"SCRIPT_COOP_BLEEDING_OUT_PARTNER" );
|
||
|
player.revive_timer setTimer( self.coop.bleedout_time_default - 1 );
|
||
|
}
|
||
|
|
||
|
self thread player_coop_countdown_timer( self.coop.bleedout_time_default );
|
||
|
|
||
|
time = self.coop.bleedout_time_default;
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
player.revive_text.color = self.revive_text.color;
|
||
|
player.revive_timer.color = self.revive_text.color;
|
||
|
}
|
||
|
|
||
|
// give player a chance to get his timer set
|
||
|
waittillframeend;
|
||
|
|
||
|
while ( time )
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
previous_color = player.revive_text.color;
|
||
|
new_color = get_coop_downed_hud_color( self.coop.bleedout_time, self.coop.bleedout_time_default, false );
|
||
|
player.revive_text.color = new_color;
|
||
|
player.revive_timer.color = new_color;
|
||
|
|
||
|
if ( distance( new_color, previous_color ) > 0.001 )
|
||
|
{
|
||
|
if ( distance( new_color, level.coop_icon_red ) <= 0.001 )
|
||
|
{
|
||
|
player.revive_text.pulse_loop = true;
|
||
|
player.revive_timer.pulse_loop = true;
|
||
|
}
|
||
|
|
||
|
player.revive_text thread maps\_specialops::so_hud_pulse_create();
|
||
|
player.revive_timer thread maps\_specialops::so_hud_pulse_create();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait 1.0;
|
||
|
time -= 1.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_downed_hud_destroy()
|
||
|
{
|
||
|
self thread player_coop_downed_hud_destroy_mission_end();
|
||
|
|
||
|
self waittill_any( "end_func_player_coop_downed_icon", "death" );
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( isdefined( player.revive_text ) )
|
||
|
player.revive_text destroy();
|
||
|
if ( isdefined( player.revive_timer ) )
|
||
|
player.revive_timer destroy();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_downed_hud_destroy_mission_end()
|
||
|
{
|
||
|
level waittill( "special_op_terminated" );
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( isdefined( player.revive_text ) )
|
||
|
player.revive_text destroy();
|
||
|
if ( isdefined( player.revive_timer ) )
|
||
|
player.revive_timer destroy();
|
||
|
}
|
||
|
|
||
|
if ( isdefined( self.friendlyIcon ) )
|
||
|
self.friendlyIcon Destroy();
|
||
|
other_player = get_other_player( self );
|
||
|
if ( isdefined( other_player.friendlyIcon ) )
|
||
|
other_player.friendlyIcon Destroy();
|
||
|
}
|
||
|
|
||
|
player_coop_countdown_timer( time )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
|
||
|
level endon( "special_op_terminated" );
|
||
|
|
||
|
self.coop.bleedout_time = time;
|
||
|
|
||
|
while ( self.coop.bleedout_time > 0 )
|
||
|
{
|
||
|
if ( self ent_flag( "coop_pause_bleedout_timer" ) )
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
player.revive_timer.alpha = 0;
|
||
|
self ent_flag_waitopen( "coop_pause_bleedout_timer" );
|
||
|
|
||
|
//need this check because was setting a time that wasn't greater than 0 which would give an error
|
||
|
if ( self.coop.bleedout_time >= 1 )
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
player.revive_timer settimer( self.coop.bleedout_time - 1 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
player.revive_timer.alpha = 1;
|
||
|
}
|
||
|
|
||
|
wait .05;
|
||
|
self.coop.bleedout_time -= .05;
|
||
|
}
|
||
|
|
||
|
self.coop.bleedout_time = 0;
|
||
|
maps\_specialops::so_force_deadquote( "@DEADQUOTE_SO_BLED_OUT", "ui_bled_out" );
|
||
|
thread maps\_specialops::so_dialog_mission_failed_bleedout();
|
||
|
self notify( "coop_bled_out" );
|
||
|
}
|
||
|
|
||
|
player_coop_downed_icon()
|
||
|
{
|
||
|
self endon( "end_func_player_coop_downed_icon" );
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
|
||
|
level endon( "special_op_terminated" );
|
||
|
|
||
|
// self thread player_coop_downed_icon_timer();
|
||
|
|
||
|
//give player a chance to get his timer set
|
||
|
waittillframeend;
|
||
|
|
||
|
other_player = get_other_player( self );
|
||
|
other_player CreateFriendlyHudIcon_Downed();
|
||
|
|
||
|
while ( self.coop.bleedout_time > 0 )
|
||
|
{
|
||
|
self ent_flag_waitopen( "coop_pause_bleedout_timer" );
|
||
|
|
||
|
other_player rebuild_friendly_icon( get_coop_downed_hud_color( self.coop.bleedout_time, self.coop.bleedout_time_default ), "hint_health", true );
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
player_coop_downed_icon_timer()
|
||
|
{
|
||
|
self endon( "end_func_player_coop_downed_icon" );
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
|
||
|
level endon( "special_op_terminated" );
|
||
|
|
||
|
//give player a chance to get his timer set
|
||
|
waittillframeend;
|
||
|
|
||
|
other_player = get_other_player( self );
|
||
|
|
||
|
while ( self.coop.bleedout_time > 0 )
|
||
|
{
|
||
|
self ent_flag_waitopen( "coop_pause_bleedout_timer" );
|
||
|
|
||
|
origin = self.origin + ( 0, 0, 80 );
|
||
|
_size = .25 + ( distance( self.origin, other_player.origin ) * .0015 );
|
||
|
|
||
|
if ( self.model != "" )
|
||
|
{
|
||
|
origin = self gettagorigin( "tag_origin" );
|
||
|
offset = vector_multiply( anglestoright( self gettagangles( "tag_origin" ) ), 5 );
|
||
|
origin += offset;
|
||
|
}
|
||
|
|
||
|
string = convert_to_time_string( self.coop.bleedout_time );
|
||
|
color = self get_coop_downed_hud_color( self.coop.bleedout_time, self.coop.bleedout_time_default );
|
||
|
print3d( origin + ( 0, 0, 35 + ( _size * 12 ) ), string, color, .75, _size );
|
||
|
wait .05;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
player_coop_enlist_savior()
|
||
|
{
|
||
|
savior = get_other_player( self );
|
||
|
savior thread player_coop_revive_buddy();
|
||
|
}
|
||
|
|
||
|
player_coop_freeze_players( frozen )
|
||
|
{
|
||
|
assert( isdefined( self ) );
|
||
|
assert( isdefined( frozen ) );
|
||
|
|
||
|
downed_buddy = get_other_player( self );
|
||
|
assert( isdefined( downed_buddy ) );
|
||
|
|
||
|
if ( frozen )
|
||
|
{
|
||
|
self freezecontrols( true );
|
||
|
self disableweapons();
|
||
|
self disableweaponswitch();
|
||
|
|
||
|
downed_buddy freezecontrols( true );
|
||
|
downed_buddy disableweapons();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self freezecontrols( false );
|
||
|
self enableweapons();
|
||
|
self enableweaponswitch();
|
||
|
|
||
|
downed_buddy freezecontrols( false );
|
||
|
if ( !is_player_down_and_out( downed_buddy ) )
|
||
|
downed_buddy enableweapons();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_revive_buddy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
|
||
|
level endon( "special_op_terminated" );
|
||
|
|
||
|
downed_buddy = get_other_player( self );
|
||
|
buttonTime = 0;
|
||
|
for ( ;; )
|
||
|
{
|
||
|
level.revive_ent waittill( "trigger", player );
|
||
|
// wait 0.05;
|
||
|
|
||
|
if ( player != self )
|
||
|
continue;
|
||
|
|
||
|
player.reviving_buddy = true;
|
||
|
if ( player_coop_is_reviving() )
|
||
|
{
|
||
|
self player_coop_freeze_players( true );
|
||
|
|
||
|
// reset the other player's death protection if he initiates revive, so you can't infinitely revive each other
|
||
|
level.coop_last_player_downed_time = 0;
|
||
|
|
||
|
// Gives ability to reload by tapping support.
|
||
|
wait 0.1;
|
||
|
if ( !player_coop_is_reviving() )
|
||
|
{
|
||
|
player_coop_revive_buddy_cleanup( downed_buddy );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
level.bars = [];
|
||
|
level.bars[ "p1" ] = createClientProgressBar( level.player, level.revive_hud_base_offset + level.revive_bar_base_offset );
|
||
|
level.bars[ "p2" ] = createClientProgressBar( level.player2, level.revive_hud_base_offset + level.revive_bar_base_offset );
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( player == downed_buddy )
|
||
|
player.revive_text settext( &"SCRIPT_COOP_REVIVING" );
|
||
|
else
|
||
|
player.revive_text settext( &"SCRIPT_COOP_REVIVING_PARTNER" );
|
||
|
}
|
||
|
|
||
|
speak_first = randomfloat( 1 ) > 0.33;
|
||
|
if ( speak_first )
|
||
|
self notify( "so_reviving" );
|
||
|
|
||
|
buttonTime = 0;
|
||
|
totalTime = 1.5;
|
||
|
while ( player_coop_is_reviving() )
|
||
|
{
|
||
|
downed_buddy ent_flag_set( "coop_pause_bleedout_timer" );
|
||
|
foreach ( bar in level.bars )
|
||
|
bar updateBar( buttonTime / totalTime );
|
||
|
|
||
|
wait( 0.05 );
|
||
|
buttonTime += 0.05;
|
||
|
if ( buttonTime > totalTime )
|
||
|
{
|
||
|
player_coop_revive_buddy_cleanup( downed_buddy );
|
||
|
|
||
|
//if we get to here - we double tapped
|
||
|
downed_buddy player_coop_revive_self();
|
||
|
if ( !speak_first )
|
||
|
self notify( "so_revived" );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_revive_buddy_cleanup( downed_buddy );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_is_reviving()
|
||
|
{
|
||
|
if ( !self UseButtonPressed() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Leaving this here, but noting that this causes an SRE, so if we need this sort of logic we'll need to do it a different way.
|
||
|
// Also, level.default_use_radius is an invalid number to use, need to use the current value of dvar player_useradius
|
||
|
/* if ( DistanceSquared( self.origin, level.revive_ent.origin ) > level.default_use_radius * level.default_use_radius )
|
||
|
{
|
||
|
return false;
|
||
|
}*/
|
||
|
|
||
|
return self.reviving_buddy;
|
||
|
}
|
||
|
|
||
|
player_coop_check_mission_ended()
|
||
|
{
|
||
|
level waittill( "special_op_terminated" );
|
||
|
|
||
|
player_coop_destroy_use_target();
|
||
|
|
||
|
revive_hud_cleanup_bars();
|
||
|
}
|
||
|
|
||
|
player_coop_revive_buddy_cleanup( downed_buddy )
|
||
|
{
|
||
|
level notify( "revive_bars_killed" );
|
||
|
|
||
|
revive_hud_cleanup_bars();
|
||
|
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
if ( player == downed_buddy )
|
||
|
player.revive_text settext( &"SCRIPT_COOP_BLEEDING_OUT" );
|
||
|
else
|
||
|
player.revive_text settext( &"SCRIPT_COOP_BLEEDING_OUT_PARTNER" );
|
||
|
}
|
||
|
|
||
|
if ( isdefined( downed_buddy ) && isalive( downed_buddy ) )
|
||
|
{
|
||
|
downed_buddy ent_flag_clear( "coop_pause_bleedout_timer" );
|
||
|
}
|
||
|
|
||
|
if ( isdefined( self ) && isalive( self ) )
|
||
|
{
|
||
|
self.reviving_buddy = false;
|
||
|
self player_coop_freeze_players( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
revive_hud_cleanup_bars()
|
||
|
{
|
||
|
if ( isdefined( level.bars ) )
|
||
|
{
|
||
|
foreach ( bar in level.bars )
|
||
|
{
|
||
|
if ( isdefined( bar ) )
|
||
|
{
|
||
|
bar notify( "destroying" );
|
||
|
bar destroyElem();
|
||
|
}
|
||
|
}
|
||
|
level.bars = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_revive_self()
|
||
|
{
|
||
|
self ent_flag_clear( "coop_downed" );
|
||
|
self notify( "revived" );
|
||
|
player_coop_destroy_use_target();
|
||
|
self thread player_dying_effect_remove();
|
||
|
|
||
|
// so other player loses health bonus from being only mobile guy
|
||
|
thread maps\_gameskill::resetSkill();
|
||
|
}
|
||
|
|
||
|
player_coop_proc_ended()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
flag_waitopen( "coop_revive" );
|
||
|
self ent_flag_clear( "coop_proc_running" );
|
||
|
self EnableDeathShield( false );
|
||
|
}
|
||
|
|
||
|
player_coop_set_down_attributes()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
// Use radius increased when someone is down... more like MP distance
|
||
|
level.default_use_radius = getdvarint( "player_useradius" );
|
||
|
setsaveddvar( "player_useradius", 128 );
|
||
|
|
||
|
self.coop_downed = true;
|
||
|
self.ignoreRandomBulletDamage = true;
|
||
|
self EnableInvulnerability();
|
||
|
self ent_flag_set( "coop_downed" );
|
||
|
self.health = 2;
|
||
|
self.maxhealth = self.original_maxhealth;
|
||
|
self.ignoreme = true;
|
||
|
|
||
|
self DisableUsability();
|
||
|
self DisableWeaponSwitch();
|
||
|
self disableoffhandweapons();
|
||
|
self DisableWeapons();
|
||
|
|
||
|
self thread player_coop_kill_by_vehicle();
|
||
|
self thread player_coop_set_down_part1();
|
||
|
}
|
||
|
|
||
|
player_coop_kill_by_vehicle()
|
||
|
{
|
||
|
self endon( "revived" );
|
||
|
self endon( "death" );
|
||
|
level endon( "special_op_terminated" );
|
||
|
|
||
|
if ( flag( "special_op_terminated" ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !IsAlive( self ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
vehicles = Vehicle_GetArray();
|
||
|
foreach ( vehicle in vehicles )
|
||
|
{
|
||
|
speed = vehicle Vehicle_GetSpeed();
|
||
|
if ( abs( speed ) == 0 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( self IsTouching( vehicle ) )
|
||
|
{
|
||
|
vehicle maps\_specialops::so_crush_player( self, "MOD_CRUSH" );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_set_original_attributes()
|
||
|
{
|
||
|
// Use radius decreased to default when someone is revived.
|
||
|
setsaveddvar( "player_useradius", level.default_use_radius );
|
||
|
level.default_use_radius = undefined;
|
||
|
|
||
|
self.ignoreRandomBulletDamage = false;
|
||
|
self ent_flag_clear( "coop_downed" );
|
||
|
self.down_part2_proc_ran = undefined;
|
||
|
|
||
|
// This is done like this because when a guy goes down, he forces the *other*
|
||
|
// person to turn on the health icon. Since only one guy can be down at a time,
|
||
|
// we can trust that we only need to reset on the other player.
|
||
|
// self CreateFriendlyHudIcon_Normal();
|
||
|
other_player = get_other_player( self );
|
||
|
other_player delaythread( 0.1, ::CreateFriendlyHudIcon_Normal );
|
||
|
|
||
|
self player_coop_getup();
|
||
|
|
||
|
self.health = self.maxhealth;
|
||
|
self.ignoreme = false;
|
||
|
self setstance( "stand" );
|
||
|
|
||
|
self EnableUsability();
|
||
|
self enableoffhandweapons();
|
||
|
self EnableWeaponSwitch();
|
||
|
// Don't enable weapons when placing a sentry.
|
||
|
if ( !isdefined( self.placingSentry ) )
|
||
|
{
|
||
|
self EnableWeapons();
|
||
|
}
|
||
|
|
||
|
self.coop_downed = undefined;
|
||
|
wait 1.0;
|
||
|
self DisableInvulnerability();
|
||
|
}
|
||
|
|
||
|
// Could possibly be a useful utility function, but only useful here right now.
|
||
|
check_for_pistol()
|
||
|
{
|
||
|
AssertEx( IsPlayer( self ), "check_for_pistol() was called on a non-player." );
|
||
|
|
||
|
weapon_list = self GetWeaponsListPrimaries();
|
||
|
foreach ( weapon in weapon_list )
|
||
|
{
|
||
|
// Need to account for Akimbo weapons?
|
||
|
if ( WeaponClass( weapon ) == "pistol" )
|
||
|
return weapon;
|
||
|
}
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
remove_pistol_if_extra()
|
||
|
{
|
||
|
AssertEx( IsPlayer( self ), "remove_pistol_if_extra() was called on a non-player." );
|
||
|
|
||
|
if ( isdefined( self.forced_pistol ) )
|
||
|
{
|
||
|
self takeweapon( self.forced_pistol );
|
||
|
self.forced_pistol = undefined;
|
||
|
}
|
||
|
|
||
|
if ( player_can_restore_weapon( self.preincap_weapon ) )
|
||
|
{
|
||
|
self SwitchToWeapon( self.preincap_weapon );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
primary_weapons = self GetWeaponsListPrimaries();
|
||
|
assert( primary_weapons.size > 0 );
|
||
|
self SwitchToWeapon( primary_weapons[0] );
|
||
|
}
|
||
|
self.preincap_weapon = undefined;
|
||
|
}
|
||
|
|
||
|
player_can_restore_weapon( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) )
|
||
|
return false;
|
||
|
|
||
|
if ( weapon == "none" )
|
||
|
return false;
|
||
|
|
||
|
if ( !self HasWeapon( weapon ) )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
player_coop_force_switch_to_pistol()
|
||
|
{
|
||
|
self.preincap_weapon = self GetCurrentWeapon();
|
||
|
|
||
|
weapon_pistol = self check_for_pistol();
|
||
|
|
||
|
if ( !isdefined( weapon_pistol ) )
|
||
|
{
|
||
|
weapon_pistol = "Beretta";
|
||
|
if ( isdefined( level.coop_incap_weapon ) )
|
||
|
weapon_pistol = level.coop_incap_weapon;
|
||
|
|
||
|
self.forced_pistol = weapon_pistol;
|
||
|
self giveWeapon( weapon_pistol );
|
||
|
}
|
||
|
|
||
|
self SwitchToWeapon( weapon_pistol );
|
||
|
|
||
|
// Don't enable weapons when placing a sentry.
|
||
|
if ( !isdefined( self.placingSentry ) )
|
||
|
{
|
||
|
self EnableWeapons();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_coop_set_down_part1()
|
||
|
{
|
||
|
self endon( "revived" );
|
||
|
|
||
|
self.laststand = true;
|
||
|
wait .3;
|
||
|
|
||
|
self player_coop_force_switch_to_pistol();
|
||
|
|
||
|
wait .25;
|
||
|
self DisableInvulnerability();
|
||
|
|
||
|
self thread player_coop_down_draw_attention();
|
||
|
|
||
|
self waittill( "damage" );
|
||
|
self thread player_coop_set_down_part2();
|
||
|
}
|
||
|
|
||
|
player_coop_set_down_part2()
|
||
|
{
|
||
|
self.down_part2_proc_ran = true;
|
||
|
|
||
|
self disableweapons();
|
||
|
self thread player_dying_effect();
|
||
|
|
||
|
self.ignoreme = true;
|
||
|
self.ignoreRandomBulletDamage = true;
|
||
|
self EnableInvulnerability();
|
||
|
}
|
||
|
|
||
|
player_dying_effect()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
|
||
|
//allow this thread to only be run once
|
||
|
if ( !ent_flag_exist( "coop_dying_effect" ) )
|
||
|
ent_flag_init( "coop_dying_effect" );
|
||
|
else if ( ent_flag( "coop_dying_effect" ) )
|
||
|
return;
|
||
|
ent_flag_set( "coop_dying_effect" );
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
self shellshock( "default", 60 );
|
||
|
wait ( 60 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_dying_effect_remove()
|
||
|
{
|
||
|
if ( ent_flag_exist( "coop_dying_effect" ) )
|
||
|
ent_flag_clear( "coop_dying_effect" );
|
||
|
|
||
|
self stopShellShock();
|
||
|
}
|
||
|
|
||
|
player_coop_down_draw_attention()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "revived" );
|
||
|
self endon( "damage" );
|
||
|
|
||
|
notifyoncommand( "draw_attention", "+attack" );
|
||
|
self waittill_notify_or_timeout( "draw_attention", 4 );
|
||
|
self.ignoreme = false;
|
||
|
self.ignoreRandomBulletDamage = false;
|
||
|
}
|
||
|
|
||
|
player_coop_getup()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self disableweapons();
|
||
|
self remove_pistol_if_extra ();
|
||
|
|
||
|
self.laststand = false;
|
||
|
self.achieve_downed_kills = undefined;
|
||
|
wait .3;
|
||
|
//self player_recallweapons();
|
||
|
}
|
||
|
|
||
|
player_coop_kill()
|
||
|
{
|
||
|
self ent_flag_set( "coop_is_dead" );
|
||
|
self thread player_dying_effect_remove();
|
||
|
|
||
|
if ( flag( "coop_fail_when_all_dead" ) )
|
||
|
flag_wait( "coop_alldowned" );
|
||
|
|
||
|
self EnableDeathShield( false );
|
||
|
self DisableInvulnerability();
|
||
|
self EnableHealthShield( false );
|
||
|
self.laststand = false;
|
||
|
self.achieve_downed_kills = undefined;
|
||
|
waittillframeend;
|
||
|
self kill();
|
||
|
}
|
||
|
|
||
|
player_coop_check_alldowned()
|
||
|
{
|
||
|
foreach ( player in level.players )
|
||
|
{
|
||
|
downed = player ent_flag( "coop_downed" );
|
||
|
if ( !downed )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
flag_set( "coop_alldowned" );
|
||
|
}
|