IW4-Dump-Files/maps/_vehicledrive.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_utility;
main()
{
setDvarIfUninitialized( "debug_vehiclegod", "off" );
setDvarIfUninitialized( "debug_vehicleplayerhealth", "off" );
setDvarIfUninitialized( "player_vehicle_dismountable", "off" );
precacheShader( "tank_shell" );
level.playeronvehicle = false;
}
vehicle_wait( startinvehicle )
{
if ( !isdefined( startinvehicle ) )
startinvehicle = false;
else if ( startinvehicle )
{
if ( getdvar( "player_vehicle_dismountable" ) == "off" )
self makeUnusable();
}
self endon( "death" );
self endon( "stop_vehicle_wait" );
while ( self.health > 0 )
{
if ( !( startinvehicle ) )
self waittill( "trigger" );
else
{
startinvehicle = false;
self useby( level.player );
}
owner = self getvehicleowner();
if ( isdefined( owner ) && isplayer( owner ) )
self thread vehicle_enter();
else
self thread vehicle_exit();
if ( startinvehicle )
break;
wait 0.05;
}
}
vehicle_exit()
{
level.playeronvehicle = false;
level.playervehicle = level.playervehiclenone;
level notify( "player exited vehicle" );
if ( isdefined( level.player.oldthreatbias ) )
{
level.player.threatbias = level.player.oldthreatbias;
level.player.oldthreatbias = undefined;
}
// level.player.ignoreme = false;
if ( isdefined( level.vehicleHUD ) )
level.vehicleHUD destroy();
if ( isdefined( level.vehicleHUD2 ) )
level.vehicleHUD2 destroy();
if ( isdefined( level.VehicleFireIcon ) )
level.VehicleFireIcon destroy();
}
vehicle_enter()
{
level.playeronvehicle = true;
level.playervehicle = self;
self thread vehicle_ridehandle();
// probably rethink this stuff
// self thread Protect_Player();
}
setup_vehicle_tank()
{
self vehicle_giveHealth();
}
setup_vehicle_other()
{
self vehicle_giveHealth();
}
vehicle_giveHealth()
{
//GIVE THE VEHICLE HEALTH BASED ON SKILL LEVEL
skill = getdifficulty();
if ( skill == ( "easy" ) )
self.health = 3000;
else if ( skill == ( "medium" ) )
self.health = 2500;
else if ( skill == ( "hard" ) )
self.health = 2000;
else if ( skill == ( "fu" ) )
self.health = 1300;
else
self.health = 2000;
if ( isdefined( self.healthbuffer ) )
{
self.health += self.healthbuffer; // restore healthbuffer
self.currenthealth = self.health;
self.maxhealth = self.health;
}
}
Protect_Player()
{
level endon( "player exited vehicle" );
self endon( "death" );
playerCurrentHealth = level.player.health;
/*
if(self.vehicletype == "flak88" || self.vehicletype == "flak88_forward")
{
if(!isdefined(level.player.oldthreatbias))
{
level.player.oldthreatbias = level.player.threatbias;
// level.player.ignoreme = true;
}
level.player.threatbias = -3000;
}
*/
while ( isalive( level.player ) )
{
level.player waittill( "damage", ammount );
/*
if(self.vehicletype != "flak88" && self.vehicletype != "flak88_forward")
{
if(self.health <= 0)
level.player kill ( (0,0,0) );
else
level.player.health = playerCurrentHealth;
}
else
{
*/
if ( self.health <= 0 )
level.player kill( ( 0, 0, 0 ) );
level.player.health += int( ammount * .2 );
// }
}
}
//handles varius Hudelements and health regeneration
vehicle_ridehandle()
{
level endon( "player exited vehicle" );
self endon( "no_regen_health" );
self endon( "death" );
// commenting out sound bit as it is too vehicle specific, these things should be defined in vehicle script not here
// self thread vehicle_reloadsound();
// self thread vehicle_hud_tank_fireicon();
self thread vehicle_kill_player_ondeath();
self.maximumhealth = self.health;
switch( getdifficulty() )
{
case "gimp":
health_regeninc = 100;
health_regentimer = 2700;
break;
case "easy":
health_regeninc = 75;
health_regentimer = 2700;
break;
case "medium":
health_regeninc = 50;
health_regentimer = 2700;
break;
case "hard":
health_regeninc = 30;
health_regentimer = 3700;
break;
case "fu":
health_regeninc = 20;
health_regentimer = 4700;
break;
default:
health_regeninc = 50;
health_regentimer = 2700;
break;
}
if ( self.vehicletype == "crusader_player" )
{
self setmodel( "vehicle_crusader2_viewmodel" );
}
regentimer = gettime();
if ( getdvar( "debug_vehiclegod" ) != "off" )
{
while ( 1 )
{
self waittill( "damage" );
self.health = self.maxhealth;
}
}
thread vehicle_damageset();
regeninctimer = gettime();
while ( 1 )
{
if ( self.damaged )
{
if ( getdvar( "debug_vehicleplayerhealth" ) != "off" )
iprintlnbold( "playervehicles health: ", self.health - self.healthbuffer );
self.damaged = false;
regentimer = gettime() + health_regentimer;
}
time = gettime();
if ( self.health < self.maximumhealth && time > regentimer && time > regeninctimer )
{
if ( self.health + health_regeninc > self.maximumhealth )
self.health = self.maximumhealth;
else
self.health += health_regeninc;
regeninctimer = gettime() + 250;
if ( getdvar( "debug_vehicleplayerhealth" ) != "off" )
iprintlnbold( "playervehicles health: ", self.health - self.healthbuffer );
}
wait .05;
}
}
vehicle_kill_player_ondeath()
{
level endon( "player exited vehicle" );
self waittill( "death" );
level.player enablehealthshield( false );
while ( 1 )
{
level.player kill();
wait .1;
}
wait .5;
level.player enablehealthshield( true );
}
vehicle_damageset()
{
self.damaged = false;
self endon( "death" );
while ( 1 )
{
self waittill( "damage", ammount );
println( "damage ", ammount );
self.damaged = true;
}
}
vehicle_reloadsound()
{
while ( 1 )
{
self waittill( "turret_fire" );
wait .5;
self playsound( "tank_reload" );
}
}
vehicle_hud_tank_fireicon()
{
if ( getdvar( "player_vehicle_dismountable" ) != "off" )
return;
level endon( "player exited vehicle" );
level.player endon( "death" );
self endon( "death" );
if ( isdefined( level.VehicleFireIcon ) )
level.VehicleFireIcon destroy();
level.VehicleFireIcon = newHudElem();
level.VehicleFireIcon.x = -32;
level.VehicleFireIcon.y = -64;
level.VehicleFireIcon.alignX = "center";
level.VehicleFireIcon.alignY = "middle";
level.VehicleFireIcon.horzAlign = "right";
level.VehicleFireIcon.vertAlign = "bottom";
level.VehicleFireIcon setShader( "tank_shell", 64, 64 );
icon = true;
level.VehicleFireIcon.alpha = icon;
while ( 1 )
{
if ( icon )
{
if ( !self isTurretReady() )
{
icon = false;
level.VehicleFireIcon.alpha = icon;
}
}
else
{
if ( self isTurretReady() )
{
icon = true;
level.VehicleFireIcon.alpha = icon;
}
}
wait .05;
}
}
// sarah - remove this when the SP health overlay is moved back to code.
healthOverlay()
{
self endon( "death" );
overlay = newHudElem();
overlay.x = 0;
overlay.y = 0;
overlay setshader( "splatter_alt_sp", 640, 480 );
overlay.alignX = "left";
overlay.alignY = "top";
overlay.horzAlign = "fullscreen";
overlay.vertAlign = "fullscreen";
overlay.alpha = 0;
// wait (15000);
maxHealth = self.health - self.healthbuffer;
hurt = false;
bonus = 0.3;
for ( ;; )
{
healthRatio = ( self.health - self.healthbuffer ) / maxHealth;
pulseTime = 0.5 + ( 0.5 * healthRatio );
if ( healthRatio < 0.75 || hurt )
{
if ( !hurt )
{
hurt = true;
}
fullAlpha = ( 1.0 - healthRatio ) + bonus;
overlay fadeOverTime( 0.05 );
overlay.alpha = fullAlpha;
wait( 0.1 );
overlay fadeOverTime( pulseTime * 0.2 );
overlay.alpha = fullAlpha * 0.5;
wait( pulseTime * 0.2 );
overlay fadeOverTime( pulseTime * 0.3 );
overlay.alpha = fullAlpha * 0.3;
wait( pulseTime * 0.3 );
healthRatio = ( self.health - self.healthbuffer ) / maxHealth;
pulseTime = 0.3 + ( 0.7 * healthRatio );
if ( healthRatio > 0.9 )
{
hurt = false;
overlay fadeOverTime( 0.5 );
overlay.alpha = 0;
wait( pulseTime * 0.5 ) - 0.1;
}
else
wait( pulseTime * 0.5 ) - 0.1;
}
else
wait( 0.05 );
}
}