#include common_scripts\utility; #include maps\mp\gametypes\_hud_util; exploder_sound() { if ( isdefined( self.script_delay ) ) wait self.script_delay; self playSound( level.scr_sound[ self.script_sound ] ); } /* saveModel() { info["model"] = self.model; info["viewmodel"] = self getViewModel(); attachSize = self getAttachSize(); info["attach"] = []; assert(info["viewmodel"] != ""); // No viewmodel was associated with the player's model for(i = 0; i < attachSize; i++) { info["attach"][i]["model"] = self getAttachModelName(i); info["attach"][i]["tag"] = self getAttachTagName(i); info["attach"][i]["ignoreCollision"] = self getAttachIgnoreCollision(i); } return info; } loadModel(info) { self detachAll(); self setModel(info["model"]); self setViewModel(info["viewmodel"]); attachInfo = info["attach"]; attachSize = attachInfo.size; for(i = 0; i < attachSize; i++) self attach(attachInfo[i]["model"], attachInfo[i]["tag"], attachInfo[i]["ignoreCollision"]); } */ /* ============= ///ScriptDocBegin "Name: delayThread( , , , , , )" "Summary: Delaythread is cool! It saves you from having to write extra script for once off commands. Note you don’t have to thread it off. Delaythread is that smart!" "Module: Utility" "MandatoryArg: : The delay before the function occurs" "MandatoryArg: : The function to run." "OptionalArg: : parameter 1 to pass to the process" "OptionalArg: : parameter 2 to pass to the process" "OptionalArg: : parameter 3 to pass to the process" "OptionalArg: : parameter 4 to pass to the process" "OptionalArg: : parameter 5 to pass to the process" "Example: delayThread( 3, ::flag_set, "player_can_rappel" ); "SPMP: both" ///ScriptDocEnd ============= */ delayThread( timer, func, param1, param2, param3, param4, param5 ) { // to thread it off thread delayThread_proc( func, timer, param1, param2, param3, param4, param5 ); } delayThread_proc( func, timer, param1, param2, param3, param4, param5 ) { wait( timer ); if ( !IsDefined( param1 ) ) { assertex( !isdefined( param2 ), "Delaythread does not support vars after undefined." ); assertex( !isdefined( param3 ), "Delaythread does not support vars after undefined." ); assertex( !isdefined( param4 ), "Delaythread does not support vars after undefined." ); assertex( !isdefined( param5 ), "Delaythread does not support vars after undefined." ); thread [[ func ]](); } else if ( !IsDefined( param2 ) ) { assertex( !isdefined( param3 ), "Delaythread does not support vars after undefined." ); assertex( !isdefined( param4 ), "Delaythread does not support vars after undefined." ); assertex( !isdefined( param5 ), "Delaythread does not support vars after undefined." ); thread [[ func ]]( param1 ); } else if ( !IsDefined( param3 ) ) { assertex( !isdefined( param4 ), "Delaythread does not support vars after undefined." ); assertex( !isdefined( param5 ), "Delaythread does not support vars after undefined." ); thread [[ func ]]( param1, param2 ); } else if ( !IsDefined( param4 ) ) { assertex( !isdefined( param5 ), "Delaythread does not support vars after undefined." ); thread [[ func ]]( param1, param2, param3 ); } else if ( !IsDefined( param5 ) ) { thread [[ func ]]( param1, param2, param3, param4 ); } else { thread [[ func ]]( param1, param2, param3, param4, param5 ); } } getPlant() { start = self.origin + ( 0, 0, 10 ); range = 11; forward = anglesToForward( self.angles ); forward = vector_multiply( forward, range ); traceorigins[ 0 ] = start + forward; traceorigins[ 1 ] = start; trace = bulletTrace( traceorigins[ 0 ], ( traceorigins[ 0 ] + ( 0, 0, -18 ) ), false, undefined ); if ( trace[ "fraction" ] < 1 ) { //println("^6Using traceorigins[0], tracefraction is", trace["fraction"]); temp = spawnstruct(); temp.origin = trace[ "position" ]; temp.angles = orientToNormal( trace[ "normal" ] ); return temp; } trace = bulletTrace( traceorigins[ 1 ], ( traceorigins[ 1 ] + ( 0, 0, -18 ) ), false, undefined ); if ( trace[ "fraction" ] < 1 ) { //println("^6Using traceorigins[1], tracefraction is", trace["fraction"]); temp = spawnstruct(); temp.origin = trace[ "position" ]; temp.angles = orientToNormal( trace[ "normal" ] ); return temp; } traceorigins[ 2 ] = start + ( 16, 16, 0 ); traceorigins[ 3 ] = start + ( 16, -16, 0 ); traceorigins[ 4 ] = start + ( -16, -16, 0 ); traceorigins[ 5 ] = start + ( -16, 16, 0 ); besttracefraction = undefined; besttraceposition = undefined; for ( i = 0; i < traceorigins.size; i++ ) { trace = bulletTrace( traceorigins[ i ], ( traceorigins[ i ] + ( 0, 0, -1000 ) ), false, undefined ); //ent[i] = spawn("script_model",(traceorigins[i]+(0, 0, -2))); //ent[i].angles = (0, 180, 180); //ent[i] setmodel("105"); //println("^6trace ", i ," fraction is ", trace["fraction"]); if ( !isdefined( besttracefraction ) || ( trace[ "fraction" ] < besttracefraction ) ) { besttracefraction = trace[ "fraction" ]; besttraceposition = trace[ "position" ]; //println("^6besttracefraction set to ", besttracefraction, " which is traceorigin[", i, "]"); } } if ( besttracefraction == 1 ) besttraceposition = self.origin; temp = spawnstruct(); temp.origin = besttraceposition; temp.angles = orientToNormal( trace[ "normal" ] ); return temp; } orientToNormal( normal ) { hor_normal = ( normal[ 0 ], normal[ 1 ], 0 ); hor_length = length( hor_normal ); if ( !hor_length ) return( 0, 0, 0 ); hor_dir = vectornormalize( hor_normal ); neg_height = normal[ 2 ] * - 1; tangent = ( hor_dir[ 0 ] * neg_height, hor_dir[ 1 ] * neg_height, hor_length ); plant_angle = vectortoangles( tangent ); //println("^6hor_normal is ", hor_normal); //println("^6hor_length is ", hor_length); //println("^6hor_dir is ", hor_dir); //println("^6neg_height is ", neg_height); //println("^6tangent is ", tangent); //println("^6plant_angle is ", plant_angle); return plant_angle; } deletePlacedEntity( entity ) { entities = getentarray( entity, "classname" ); for ( i = 0; i < entities.size; i++ ) { //println("DELETED: ", entities[i].classname); entities[ i ] delete(); } } playSoundOnPlayers( sound, team, excludeList ) { assert( isdefined( level.players ) ); if ( level.splitscreen ) { if ( isdefined( level.players[ 0 ] ) ) level.players[ 0 ] playLocalSound( sound ); } else { if ( isDefined( team ) ) { if ( isdefined( excludeList ) ) { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; if ( isdefined( player.pers[ "team" ] ) && ( player.pers[ "team" ] == team ) && !isExcluded( player, excludeList ) ) player playLocalSound( sound ); } } else { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; if ( isdefined( player.pers[ "team" ] ) && ( player.pers[ "team" ] == team ) ) player playLocalSound( sound ); } } } else { if ( isdefined( excludeList ) ) { for ( i = 0; i < level.players.size; i++ ) { if ( !isExcluded( level.players[ i ], excludeList ) ) level.players[ i ] playLocalSound( sound ); } } else { for ( i = 0; i < level.players.size; i++ ) level.players[ i ] playLocalSound( sound ); } } } } sortLowerMessages() { for ( i = 1; i < self.lowerMessages.size; i++ ) { message = self.lowerMessages[ i ]; priority = message.priority; for ( j = i - 1; j >= 0 && priority > self.lowerMessages[ j ].priority; j -- ) self.lowerMessages[ j + 1 ] = self.lowerMessages[ j ]; self.lowerMessages[ j + 1 ] = message; } } addLowerMessage( name, text, time, priority ) { newMessage = undefined; foreach ( message in self.lowerMessages ) { if ( message.name == name ) { if ( message.text == text && message.priority == priority ) return; newMessage = message; break; } } if ( !isDefined( newMessage ) ) { newMessage = spawnStruct(); self.lowerMessages[ self.lowerMessages.size ] = newMessage; } newMessage.name = name; newMessage.text = text; newMessage.time = time; newMessage.addTime = getTime(); newMessage.priority = priority; sortLowerMessages(); } removeLowerMessage( name ) { for ( i = 0; i < self.lowerMessages.size; i++ ) { if ( self.lowerMessages[ i ].name != name ) continue; message = self.lowerMessages[ i ]; if ( i < self.lowerMessages.size - 1 ) self.lowerMessages[ i ] = self.lowerMessages[ self.lowerMessages.size - 1 ]; self.lowerMessages[ self.lowerMessages.size - 1 ] = undefined; } sortLowerMessages(); } getLowerMessage() { return self.lowerMessages[ 0 ]; } setLowerMessage( name, text, time, priority ) { if ( !isDefined( priority ) ) priority = 1; if ( !isDefined( time ) ) time = 0; self addLowerMessage( name, text, time, priority ); self updateLowerMessage(); //self notify( "lower_message_set" ); } updateLowerMessage() { message = self getLowerMessage(); if ( !isDefined( message ) ) { self.lowerMessage.alpha = 0; self.lowerTimer.alpha = 0; return; } self.lowerMessage setText( message.text ); if ( isDefined( message.time ) && message.time > 0 ) self.lowerTimer setTimer( max( message.time - ( ( getTime() - message.addTime ) / 1000 ), 0.1 ) ); else self.lowerTimer setText( "" ); self.lowerMessage.alpha = 0.85; self.lowerTimer.alpha = 1; } clearLowerMessage( name, fadetime ) { self removeLowerMessage( name ); self updateLowerMessage(); } clearLowerMessages() { for ( i = 0; i < self.lowerMessages.size; i++ ) self.lowerMessages[ i ] = undefined; if ( !isDefined( self.lowerMessage ) ) return; self updateLowerMessage(); } printOnTeam( printString, team ) { foreach ( player in level.players ) { if ( player.team != team ) continue; player iPrintLn( printString ); } } printBoldOnTeam( text, team ) { assert( isdefined( level.players ) ); for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; if ( ( isdefined( player.pers[ "team" ] ) ) && ( player.pers[ "team" ] == team ) ) player iprintlnbold( text ); } } printBoldOnTeamArg( text, team, arg ) { assert( isdefined( level.players ) ); for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; if ( ( isdefined( player.pers[ "team" ] ) ) && ( player.pers[ "team" ] == team ) ) player iprintlnbold( text, arg ); } } printOnTeamArg( text, team, arg ) { assert( isdefined( level.players ) ); for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; if ( ( isdefined( player.pers[ "team" ] ) ) && ( player.pers[ "team" ] == team ) ) player iprintln( text, arg ); } } printOnPlayers( text, team ) { players = level.players; for ( i = 0; i < players.size; i++ ) { if ( isDefined( team ) ) { if ( ( isdefined( players[ i ].pers[ "team" ] ) ) && ( players[ i ].pers[ "team" ] == team ) ) players[ i ] iprintln( text ); } else { players[ i ] iprintln( text ); } } } printAndSoundOnEveryone( team, otherteam, printFriendly, printEnemy, soundFriendly, soundEnemy, printarg ) { shouldDoSounds = isDefined( soundFriendly ); shouldDoEnemySounds = false; if ( isDefined( soundEnemy ) ) { assert( shouldDoSounds );// can't have an enemy sound without a friendly sound shouldDoEnemySounds = true; } if ( level.splitscreen || !shouldDoSounds ) { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; playerteam = player.pers[ "team" ]; if ( isdefined( playerteam ) ) { if ( playerteam == team && isdefined( printFriendly ) ) player iprintln( printFriendly, printarg ); else if ( playerteam == otherteam && isdefined( printEnemy ) ) player iprintln( printEnemy, printarg ); } } if ( shouldDoSounds ) { assert( level.splitscreen ); level.players[ 0 ] playLocalSound( soundFriendly ); } } else { assert( shouldDoSounds ); if ( shouldDoEnemySounds ) { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; playerteam = player.pers[ "team" ]; if ( isdefined( playerteam ) ) { if ( playerteam == team ) { if ( isdefined( printFriendly ) ) player iprintln( printFriendly, printarg ); player playLocalSound( soundFriendly ); } else if ( playerteam == otherteam ) { if ( isdefined( printEnemy ) ) player iprintln( printEnemy, printarg ); player playLocalSound( soundEnemy ); } } } } else { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; playerteam = player.pers[ "team" ]; if ( isdefined( playerteam ) ) { if ( playerteam == team ) { if ( isdefined( printFriendly ) ) player iprintln( printFriendly, printarg ); player playLocalSound( soundFriendly ); } else if ( playerteam == otherteam ) { if ( isdefined( printEnemy ) ) player iprintln( printEnemy, printarg ); } } } } } } printAndSoundOnTeam( team, printString, soundAlias ) { foreach ( player in level.players ) { if ( player.team != team ) continue; player printAndSoundOnPlayer( printString, soundAlias ); } } printAndSoundOnPlayer( printString, soundAlias ) { self iPrintLn( printString ); self playLocalSound( soundAlias ); } _playLocalSound( soundAlias ) { if ( level.splitscreen && self getEntityNumber() != 0 ) return; self playLocalSound( soundAlias ); } dvarIntValue( dVar, defVal, minVal, maxVal ) { dVar = "scr_" + level.gameType + "_" + dVar; if ( getDvar( dVar ) == "" ) { setDvar( dVar, defVal ); return defVal; } value = getDvarInt( dVar ); if ( value > maxVal ) value = maxVal; else if ( value < minVal ) value = minVal; else return value; setDvar( dVar, value ); return value; } dvarFloatValue( dVar, defVal, minVal, maxVal ) { dVar = "scr_" + level.gameType + "_" + dVar; if ( getDvar( dVar ) == "" ) { setDvar( dVar, defVal ); return defVal; } value = getDvarFloat( dVar ); if ( value > maxVal ) value = maxVal; else if ( value < minVal ) value = minVal; else return value; setDvar( dVar, value ); return value; } play_sound_on_tag( alias, tag ) { if ( isdefined( tag ) ) { playsoundatpos( self getTagOrigin( tag ), alias ); } else { playsoundatpos( self.origin, alias ); } } getOtherTeam( team ) { if ( team == "allies" ) return "axis"; else if ( team == "axis" ) return "allies"; assertMsg( "getOtherTeam: invalid team " + team ); } wait_endon( waitTime, endOnString, endonString2, endonString3 ) { self endon( endOnString ); if ( isDefined( endonString2 ) ) self endon( endonString2 ); if ( isDefined( endonString3 ) ) self endon( endonString3 ); wait( waitTime ); } isMG( weapon ) { return ( isSubStr( weapon, "_bipod_" ) || weapon == "turret_minigun_mp" ); } initPersStat( dataName ) { if ( !isDefined( self.pers[ dataName ] ) ) self.pers[ dataName ] = 0; } getPersStat( dataName ) { return self.pers[ dataName ]; } incPersStat( dataName, increment ) { self.pers[ dataName ] += increment; self maps\mp\gametypes\_persistence::statAdd( dataName, increment ); } setPersStat( dataName, value ) { assertEx( isDefined( dataName ), "Called setPersStat with no dataName defined." ); assertEx( isDefined( value ), "Called setPersStat for " + dataName + " with no value defined." ); self.pers[ dataName ] = value; } initPlayerStat( ref, defaultvalue ) { if ( !isDefined( self.stats["stats_" + ref ] ) ) { if ( !isDefined( defaultvalue ) ) defaultvalue = 0; self.stats["stats_" + ref ] = spawnstruct(); self.stats["stats_" + ref ].value = defaultvalue; } } incPlayerStat( ref, increment ) { stat = self.stats["stats_" + ref ]; stat.value += increment; } setPlayerStat( ref, value ) { stat = self.stats["stats_" + ref ]; stat.value = value; stat.time = getTime(); } getPlayerStat( ref ) { return self.stats["stats_" + ref ].value; } getPlayerStatTime( ref ) { return self.stats["stats_" + ref ].time; } setPlayerStatIfGreater( ref, newvalue ) { currentvalue = self getPlayerStat( ref ); if ( newvalue > currentvalue ) self setPlayerStat( ref, newvalue ); } setPlayerStatIfLower( ref, newvalue ) { currentvalue = self getPlayerStat( ref ); if ( newvalue < currentvalue ) self setPlayerStat( ref, newvalue ); } updatePersRatio( ratio, num, denom ) { numValue = self maps\mp\gametypes\_persistence::statGet( num ); denomValue = self maps\mp\gametypes\_persistence::statGet( denom ); if ( denomValue == 0 ) denomValue = 1; self maps\mp\gametypes\_persistence::statSet( ratio, int( ( numValue * 1000 ) / denomValue ) ); } updatePersRatioBuffered( ratio, num, denom ) { numValue = self maps\mp\gametypes\_persistence::statGetBuffered( num ); denomValue = self maps\mp\gametypes\_persistence::statGetBuffered( denom ); if ( denomValue == 0 ) denomValue = 1; self maps\mp\gametypes\_persistence::statSetBuffered( ratio, int( ( numValue * 1000 ) / denomValue ) ); } // to be used with things that are slow. // unfortunately, it can only be used with things that aren't time critical. WaitTillSlowProcessAllowed( allowLoop ) { // wait only a few frames if necessary // if we wait too long, we might get too many threads at once and run out of variables // i'm trying to avoid using a loop because i don't want any extra variables if ( level.lastSlowProcessFrame == gettime() ) { if ( isDefined( allowLoop ) && allowLoop ) { while ( level.lastSlowProcessFrame == getTime() ) wait( 0.05 ); } else { wait .05; if ( level.lastSlowProcessFrame == gettime() ) { wait .05; if ( level.lastSlowProcessFrame == gettime() ) { wait .05; if ( level.lastSlowProcessFrame == gettime() ) { wait .05; } } } } } level.lastSlowProcessFrame = getTime(); } waitForTimeOrNotify( time, notifyname ) { self endon( notifyname ); wait time; } isExcluded( entity, entityList ) { for ( index = 0; index < entityList.size; index++ ) { if ( entity == entityList[ index ] ) return true; } return false; } leaderDialog( dialog, team, group, excludeList ) { assert( isdefined( level.players ) ); if ( level.splitscreen ) return; if ( dialog == "null" ) return; if ( !isDefined( team ) ) { leaderDialogBothTeams( dialog, "allies", dialog, "axis", group, excludeList ); return; } if ( level.splitscreen ) { if ( level.players.size ) level.players[ 0 ] leaderDialogOnPlayer( dialog, group ); return; } if ( isDefined( excludeList ) ) { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; if ( ( isDefined( player.pers[ "team" ] ) && ( player.pers[ "team" ] == team ) ) && !isExcluded( player, excludeList ) ) player leaderDialogOnPlayer( dialog, group ); } } else { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; if ( isDefined( player.pers[ "team" ] ) && ( player.pers[ "team" ] == team ) ) player leaderDialogOnPlayer( dialog, group ); } } } leaderDialogBothTeams( dialog1, team1, dialog2, team2, group, excludeList ) { assert( isdefined( level.players ) ); if ( level.splitscreen ) return; if ( level.splitscreen ) { if ( level.players.size ) level.players[ 0 ] leaderDialogOnPlayer( dialog1, group ); return; } if ( isDefined( excludeList ) ) { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; team = player.pers[ "team" ]; if ( !isDefined( team ) ) continue; if ( isExcluded( player, excludeList ) ) continue; if ( team == team1 ) player leaderDialogOnPlayer( dialog1, group ); else if ( team == team2 ) player leaderDialogOnPlayer( dialog2, group ); } } else { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; team = player.pers[ "team" ]; if ( !isDefined( team ) ) continue; if ( team == team1 ) player leaderDialogOnPlayer( dialog1, group ); else if ( team == team2 ) player leaderDialogOnPlayer( dialog2, group ); } } } leaderDialogOnPlayers( dialog, players, group ) { foreach ( player in players ) player leaderDialogOnPlayer( dialog, group ); } leaderDialogOnPlayer( dialog, group, groupOverride ) { if ( !isDefined( groupOverride ) ) groupOverride = false; team = self.pers[ "team" ]; if ( level.splitscreen ) return; if ( !isDefined( team ) ) return; if ( team != "allies" && team != "axis" ) return; if ( isDefined( group ) ) { // ignore the message if one from the same group is already playing if ( self.leaderDialogGroup == group ) { if ( groupOverride ) { self stopLocalSound( self.leaderDialogActive ); self thread playLeaderDialogOnPlayer( dialog, team ); } return; } hadGroupDialog = isDefined( self.leaderDialogGroups[ group ] ); self.leaderDialogGroups[ group ] = dialog; dialog = group; // exit because the "group" dialog call is already in the queue if ( hadGroupDialog ) return; } if ( self.leaderDialogActive == "" ) self thread playLeaderDialogOnPlayer( dialog, team ); else self.leaderDialogQueue[ self.leaderDialogQueue.size ] = dialog; } playLeaderDialogOnPlayer( dialog, team ) { self endon( "disconnect" ); self notify ( "playLeaderDialogOnPlayer" ); self endon ( "playLeaderDialogOnPlayer" ); if ( isDefined( self.leaderDialogGroups[ dialog ] ) ) { group = dialog; dialog = self.leaderDialogGroups[ group ]; self.leaderDialogGroups[ group ] = undefined; self.leaderDialogGroup = group; } assertEx( isDefined( game[ "dialog" ][ dialog ] ), "Dialog " + dialog + " was not defined in game[dialog] array." ); if ( isSubStr( game[ "dialog" ][ dialog ], "null" ) ) return; self.leaderDialogActive = game[ "voice" ][ team ] + game[ "dialog" ][ dialog ]; self playLocalSound( game[ "voice" ][ team ] + game[ "dialog" ][ dialog ] ); wait( 3.0 ); self.leaderDialogLocalSound = ""; self.leaderDialogActive = ""; self.leaderDialogGroup = ""; if ( self.leaderDialogQueue.size > 0 ) { nextDialog = self.leaderDialogQueue[ 0 ]; for ( i = 1; i < self.leaderDialogQueue.size; i++ ) self.leaderDialogQueue[ i - 1 ] = self.leaderDialogQueue[ i ]; self.leaderDialogQueue[ i - 1 ] = undefined; self thread playLeaderDialogOnPlayer( nextDialog, team ); } } updateMainMenu() { if (self.pers[ "team" ] == "spectator" ) { self setClientDvar("g_scriptMainMenu", game["menu_team"]); } else { self setClientDvar( "g_scriptMainMenu", game[ "menu_class_" + self.pers["team"] ] ); } } updateObjectiveText() { if ( self.pers[ "team" ] == "spectator" ) { self setClientDvar( "cg_objectiveText", "" ); return; } if ( getWatchedDvar( "scorelimit" ) > 0 && !isObjectiveBased() ) { if ( level.splitScreen ) self setclientdvar( "cg_objectiveText", getObjectiveScoreText( self.pers[ "team" ] ) ); else self setclientdvar( "cg_objectiveText", getObjectiveScoreText( self.pers[ "team" ] ), getWatchedDvar( "scorelimit" ) ); } else { self setclientdvar( "cg_objectiveText", getObjectiveText( self.pers[ "team" ] ) ); } } setObjectiveText( team, text ) { game[ "strings" ][ "objective_" + team ] = text; precacheString( text ); } setObjectiveScoreText( team, text ) { game[ "strings" ][ "objective_score_" + team ] = text; precacheString( text ); } setObjectiveHintText( team, text ) { game[ "strings" ][ "objective_hint_" + team ] = text; precacheString( text ); } getObjectiveText( team ) { return game[ "strings" ][ "objective_" + team ]; } getObjectiveScoreText( team ) { return game[ "strings" ][ "objective_score_" + team ]; } getObjectiveHintText( team ) { return game[ "strings" ][ "objective_hint_" + team ]; } getTimePassed() { if ( !isDefined( level.startTime ) ) return 0; if ( level.timerStopped ) return( level.timerPauseTime - level.startTime ) - level.discardTime; else return( gettime() - level.startTime ) - level.discardTime; } getSecondsPassed() { return (getTimePassed() / 1000); } getMinutesPassed() { return (getSecondsPassed() / 60); } ClearKillcamState() { self.forcespectatorclient = -1; self.killcamentity = -1; self.archivetime = 0; self.psoffsettime = 0; } isInKillcam() { return ( self.forcespectatorclient != -1 || self.killcamentity != -1 ); } isValidClass( class ) { return isDefined( class ) && class != ""; } getValueInRange( value, minValue, maxValue ) { if ( value > maxValue ) return maxValue; else if ( value < minValue ) return minValue; else return value; } waitForTimeOrNotifies( desiredDelay ) { startedWaiting = getTime(); waitedTime = ( getTime() - startedWaiting ) / 1000; if ( waitedTime < desiredDelay ) { wait desiredDelay - waitedTime; return desiredDelay; } else { return waitedTime; } } closeMenus() { self closepopupMenu(); self closeInGameMenu(); } logXPGains() { if ( !isDefined( self.xpGains ) ) return; xpTypes = getArrayKeys( self.xpGains ); for ( index = 0; index < xpTypes.size; index++ ) { gain = self.xpGains[ xpTypes[ index ] ]; if ( !gain ) continue; self logString( "xp " + xpTypes[ index ] + ": " + gain ); } } registerRoundSwitchDvar( dvarString, defaultValue, minValue, maxValue ) { registerWatchDvarInt( "roundswitch", defaultValue ); dvarString = ( "scr_" + dvarString + "_roundswitch" ); level.roundswitchDvar = dvarString; level.roundswitchMin = minValue; level.roundswitchMax = maxValue; level.roundswitch = getDvarInt( dvarString, defaultValue ); if ( level.roundswitch < minValue ) level.roundswitch = minValue; else if ( level.roundswitch > maxValue ) level.roundswitch = maxValue; } registerRoundLimitDvar( dvarString, defaultValue, minValue, maxValue ) { registerWatchDvarInt( "roundlimit", defaultValue ); } registerWinLimitDvar( dvarString, defaultValue, minValue, maxValue ) { registerWatchDvarInt( "winlimit", defaultValue ); } registerScoreLimitDvar( dvarString, defaultValue, minValue, maxValue ) { registerWatchDvarInt( "scorelimit", defaultValue ); } registerTimeLimitDvar( dvarString, defaultValue, minValue, maxValue ) { registerWatchDvarFloat( "timelimit", defaultValue ); makeDvarServerInfo( "ui_timelimit", getTimeLimit() ); } registerHalfTimeDvar( dvarString, defaultValue, minValue, maxValue) { registerWatchDvarInt( "halftime", defaultValue ); makeDvarServerInfo( "ui_halftime", getHalfTime() ); } registerNumLivesDvar( dvarString, defaultValue, minValue, maxValue ) { registerWatchDvarInt( "numlives", defaultValue ); } setOverTimeLimitDvar( value ) { makeDvarServerInfo( "overtimeTimeLimit", value ); } get_damageable_player( player, playerpos ) { newent = spawnstruct(); newent.isPlayer = true; newent.isADestructable = false; newent.entity = player; newent.damageCenter = playerpos; return newent; } get_damageable_sentry( sentry, sentryPos ) { newent = spawnstruct(); newent.isPlayer = false; newent.isADestructable = false; newent.isSentry = true; newent.entity = sentry; newent.damageCenter = sentryPos; return newent; } get_damageable_grenade( grenade, entpos ) { newent = spawnstruct(); newent.isPlayer = false; newent.isADestructable = false; newent.entity = grenade; newent.damageCenter = entpos; return newent; } get_damageable_player_pos( player ) { return player.origin + ( 0, 0, 32 ); } get_damageable_grenade_pos( grenade ) { return grenade.origin; } // this should be a code function. getDvarVec( dvarName ) { dvarString = getDvar( dvarName ); if ( dvarString == "" ) return( 0, 0, 0 ); dvarTokens = strTok( dvarString, " " ); if ( dvarTokens.size < 3 ) return( 0, 0, 0 ); setDvar( "tempR", dvarTokens[ 0 ] ); setDvar( "tempG", dvarTokens[ 1 ] ); setDvar( "tempB", dvarTokens[ 2 ] ); return( ( getDvarFloat( "tempR" ), getDvarFloat( "tempG" ), getDvarFloat( "tempB" ) ) ); } strip_suffix( lookupString, stripString ) { if ( lookupString.size <= stripString.size ) return lookupString; if ( getSubStr( lookupString, lookupString.size - stripString.size, lookupString.size ) == stripString ) return getSubStr( lookupString, 0, lookupString.size - stripString.size ); return lookupString; } _takeWeaponsExcept( saveWeapon ) { weaponsList = self GetWeaponsListAll(); foreach ( weapon in weaponsList ) { if ( weapon == saveWeapon ) { continue; } else { self takeWeapon( weapon ); } } } saveData() { saveData = spawnstruct(); saveData.offhandClass = self getOffhandSecondaryClass(); saveData.actionSlots = self.saved_actionSlotData; saveData.currentWeapon = self getCurrentWeapon(); weaponsList = self GetWeaponsListAll(); saveData.weapons = []; foreach ( weapon in weaponsList ) { if ( weaponInventoryType( weapon ) == "exclusive" ) continue; if ( weaponInventoryType( weapon ) == "altmode" ) continue; saveWeapon = spawnStruct(); saveWeapon.name = weapon; saveWeapon.clipAmmoR = self getWeaponAmmoClip( weapon, "right" ); saveWeapon.clipAmmoL = self getWeaponAmmoClip( weapon, "left" ); saveWeapon.stockAmmo = self getWeaponAmmoStock( weapon ); /* save camo? */ if ( isDefined( self.throwingGrenade ) && self.throwingGrenade == weapon ) saveWeapon.stockAmmo--; assert( saveWeapon.stockAmmo >= 0 ); saveData.weapons[saveData.weapons.size] = saveWeapon; } self.script_saveData = saveData; } restoreData() { saveData = self.script_saveData; self setOffhandSecondaryClass( saveData.offhandClass ); foreach ( weapon in saveData.weapons ) { //if ( weapon.name == self.loadoutPrimary + "_mp" ) self _giveWeapon( weapon.name, int(tableLookup( "mp/camoTable.csv", 1, self.loadoutPrimaryCamo, 0 )) ); //else //self _giveWeapon( weapon.name ); self setWeaponAmmoClip( weapon.name, weapon.clipAmmoR, "right" ); if ( isSubStr( weapon.name, "akimbo" ) ) self setWeaponAmmoClip( weapon.name, weapon.clipAmmoL, "left" ); self setWeaponAmmoStock( weapon.name, weapon.stockAmmo ); } foreach ( slotID, actionSlot in saveData.actionSlots ) self _setActionSlot( slotID, actionSlot.type, actionSlot.item ); if ( self getCurrentWeapon() == "none" ) { weapon = saveData.currentWeapon; if ( weapon == "none" ) weapon = self getLastWeapon(); // Can remove this when "spawn" isn't used after final stand self setSpawnWeapon( weapon ); self switchToWeapon( weapon ); } } _setActionSlot( slotID, type, item ) { self.saved_actionSlotData[slotID].type = type; self.saved_actionSlotData[slotID].item = item; self setActionSlot( slotID, type, item ); } isFloat( value ) { if ( int( value ) != value ) return true; return false; } registerWatchDvarInt( nameString, defaultValue ) { dvarString = "scr_" + level.gameType + "_" + nameString; level.watchDvars[ dvarString ] = spawnStruct(); level.watchDvars[ dvarString ].value = getDvarInt( dvarString, defaultValue ); level.watchDvars[ dvarString ].type = "int"; level.watchDvars[ dvarString ].notifyString = "update_" + nameString; } registerWatchDvarFloat( nameString, defaultValue ) { dvarString = "scr_" + level.gameType + "_" + nameString; level.watchDvars[ dvarString ] = spawnStruct(); level.watchDvars[ dvarString ].value = getDvarFloat( dvarString, defaultValue ); level.watchDvars[ dvarString ].type = "float"; level.watchDvars[ dvarString ].notifyString = "update_" + nameString; } registerWatchDvar( nameString, defaultValue ) { dvarString = "scr_" + level.gameType + "_" + nameString; level.watchDvars[ dvarString ] = spawnStruct(); level.watchDvars[ dvarString ].value = getDvar( dvarString, defaultValue ); level.watchDvars[ dvarString ].type = "string"; level.watchDvars[ dvarString ].notifyString = "update_" + nameString; } getWatchedDvar( dvarString ) { dvarString = "scr_" + level.gameType + "_" + dvarString; return( level.watchDvars[ dvarString ].value ); } updateWatchedDvars() { while ( game[ "state" ] == "playing" ) { watchDvars = getArrayKeys( level.watchDvars ); foreach ( dvarString in watchDvars ) { if ( level.watchDvars[ dvarString ].type == "string" ) dvarValue = getProperty( dvarString, level.watchDvars[ dvarString ].value ); else if ( level.watchDvars[ dvarString ].type == "float" ) dvarValue = getFloatProperty( dvarString, level.watchDvars[ dvarString ].value ); else dvarValue = getIntProperty( dvarString, level.watchDvars[ dvarString ].value ); if ( dvarValue != level.watchDvars[ dvarString ].value ) { level.watchDvars[ dvarString ].value = dvarValue; level notify( level.watchDvars[ dvarString ].notifyString, dvarValue ); } } wait( 1.0 ); } } isRoundBased() { if ( !level.teamBased ) return false; if ( getWatchedDvar( "winlimit" ) != 1 && getWatchedDvar( "roundlimit" ) != 1 ) return true; return false; } isLastRound() { if ( !level.teamBased ) return true; if ( getWatchedDvar( "roundlimit" ) > 1 && game[ "roundsPlayed" ] >= ( getWatchedDvar( "roundlimit" ) - 1 ) ) return true; if ( getWatchedDvar( "winlimit" ) > 1 && game[ "roundsWon" ][ "allies" ] >= getWatchedDvar( "winlimit" ) - 1 && game[ "roundsWon" ][ "axis" ] >= getWatchedDvar( "winlimit" ) - 1 ) return true; return false; } wasOnlyRound() { if ( !level.teamBased ) return true; if ( getWatchedDvar( "winlimit" ) == 1 && hitWinLimit() ) return true; if ( getWatchedDvar( "roundlimit" ) == 1 ) return true; return false; } wasLastRound() { if ( level.forcedEnd ) return true; if ( !level.teamBased ) return true; if ( hitRoundLimit() || hitWinLimit() ) return true; return false; } hitRoundLimit() { if ( getWatchedDvar( "roundlimit" ) <= 0 ) return false; return( game[ "roundsPlayed" ] >= getWatchedDvar( "roundlimit" ) ); } hitScoreLimit() { if ( isObjectiveBased() ) return false; if ( getWatchedDvar( "scorelimit" ) <= 0 ) return false; if ( level.teamBased ) { if ( game[ "teamScores" ][ "allies" ] >= getWatchedDvar( "scorelimit" ) || game[ "teamScores" ][ "axis" ] >= getWatchedDvar( "scorelimit" ) ) return true; } else { for ( i = 0; i < level.players.size; i++ ) { player = level.players[ i ]; if ( isDefined( player.score ) && player.score >= getWatchedDvar( "scorelimit" ) ) return true; } } return false; } hitWinLimit() { if ( getWatchedDvar( "winlimit" ) <= 0 ) return false; if ( !level.teamBased ) return true; if ( getRoundsWon( "allies" ) >= getWatchedDvar( "winlimit" ) || getRoundsWon( "axis" ) >= getWatchedDvar( "winlimit" ) ) return true; return false; } getScoreLimit() { if ( isRoundBased() ) { if ( getWatchedDvar( "roundlimit" ) ) return ( getWatchedDvar( "roundlimit" ) ); else return ( getWatchedDvar( "winlimit" ) ); } else { return ( getWatchedDvar( "scorelimit" ) ); } } getRoundsWon( team ) { return game[ "roundsWon" ][ team ]; } isObjectiveBased() { return level.objectiveBased; } getTimeLimit() { if ( inOvertime() && ( !isDefined(game[ "inNukeOvertime" ]) || !game[ "inNukeOvertime" ] ) ) { timeLimit = int( getDvar( "overtimeTimeLimit" ) ); if ( isDefined( timeLimit ) ) return timeLimit; else return 1; } else if ( isDefined(level.dd) && level.dd && isDefined( level.bombexploded ) && level.bombexploded > 0 ) //to handle extra time added by dd bombs { return ( getWatchedDvar( "timelimit" ) + ( level.bombexploded * level.ddTimeToAdd ) ); } else { return getWatchedDvar( "timelimit" ); } } getHalfTime() { if ( inOvertime() ) return false; else if ( isDefined( game[ "inNukeOvertime" ] ) && game[ "inNukeOvertime" ] ) return false; else return getWatchedDvar( "halftime" ); } inOvertime() { return ( isDefined( game["status"] ) && game["status"] == "overtime" ); } gameHasStarted() { if ( level.teamBased ) return( level.hasSpawned[ "axis" ] && level.hasSpawned[ "allies" ] ); else return( level.maxPlayerCount > 1 ); } getAverageOrigin( ent_array ) { avg_origin = ( 0, 0, 0 ); if ( !ent_array.size ) return undefined; foreach ( ent in ent_array ) avg_origin += ent.origin; avg_x = int( avg_origin[ 0 ] / ent_array.size ); avg_y = int( avg_origin[ 1 ] / ent_array.size ); avg_z = int( avg_origin[ 2 ] / ent_array.size ); avg_origin = ( avg_x, avg_y, avg_z ); return avg_origin; } getLivingPlayers( team ) { player_array = []; foreach ( player in level.players ) { if ( !isAlive( player ) ) continue; if ( level.teambased && isdefined( team ) ) { if ( team == player.pers[ "team" ] ) player_array[ player_array.size ] = player; } else { player_array[ player_array.size ] = player; } } return player_array; } setUsingRemote( remoteName ) { if ( isDefined( self.carryIcon) ) self.carryIcon.alpha = 0; assert( !self isUsingRemote() ); self.usingRemote = remoteName; self _disableOffhandWeapons(); self notify( "using_remote" ); } getRemoteName() { assert( self isUsingRemote() ); return self.usingRemote; } freezeControlsWrapper( frozen ) { if ( isDefined( level.hostMigrationTimer ) ) { self freezeControls( true ); return; } self freezeControls( frozen ); } clearUsingRemote() { //if ( !isWeaponEnabled() ) // self disableWeapons(); if ( isDefined( self.carryIcon) ) self.carryIcon.alpha = 1; self.usingRemote = undefined; self _enableOffhandWeapons(); curWeapon = self getCurrentWeapon(); if( curWeapon == "none" || isKillstreakWeapon( curWeapon ) ) self switchToWeapon( self Getlastweapon() ); self freezeControlsWrapper( false ); self notify( "stopped_using_remote" ); } isUsingRemote() { return( isDefined( self.usingRemote ) ); } queueCreate( queueName ) { if ( !isDefined( level.queues ) ) level.queues = []; assert( !isDefined( level.queues[ queueName ] ) ); level.queues[ queueName ] = []; } queueAdd( queueName, entity ) { assert( isDefined( level.queues[ queueName ] ) ); level.queues[ queueName ][ level.queues[ queueName ].size ] = entity; } queueRemoveFirst( queueName ) { assert( isDefined( level.queues[ queueName ] ) ); first = undefined; newQueue = []; foreach ( element in level.queues[ queueName ] ) { if ( !isDefined( element ) ) continue; if ( !isDefined( first ) ) first = element; else newQueue[ newQueue.size ] = element; } level.queues[ queueName ] = newQueue; return first; } _giveWeapon( weapon, variant, dualWieldOverRide ) { if ( !isDefined(variant) ) variant = 0; if ( isSubstr( weapon, "_akimbo" ) || isDefined(dualWieldOverRide) && dualWieldOverRide == true) self giveWeapon(weapon, variant, true); else self giveWeapon(weapon, variant, false); } _hasPerk( perkName ) { if ( isDefined( self.perks[perkName] ) ) return true; return false; } _setPerk( perkName ) { self.perks[perkName] = true; if ( isDefined( level.perkSetFuncs[perkName] ) ) self thread [[level.perkSetFuncs[perkName]]](); self setPerk( perkName, !isDefined( level.scriptPerks[perkName] ) ); } _unsetPerk( perkName ) { self.perks[perkName] = undefined; if ( isDefined( level.perkUnsetFuncs[perkName] ) ) self thread [[level.perkUnsetFuncs[perkName]]](); self unsetPerk( perkName, !isDefined( level.scriptPerks[perkName] ) ); } _clearPerks() { foreach ( perkName, perkValue in self.perks ) { if ( isDefined( level.perkUnsetFuncs[perkName] ) ) self [[level.perkUnsetFuncs[perkName]]](); } self.perks = []; self clearPerks(); } // Quick Sort - pass it an array it will come back sorted quickSort(array) { return quickSortMid(array, 0, array.size -1 ); } quickSortMid(array, start, end) { i = start; k = end; if (end - start >= 1) { pivot = array[start]; while (k > i) { while (array[i] <= pivot && i <= end && k > i) i++; while (array[k] > pivot && k >= start && k >= i) k--; if (k > i) array = swap(array, i, k); } array = swap(array, start, k); array = quickSortMid(array, start, k - 1); array = quickSortMid(array, k + 1, end); } else return array; return array; } swap(array, index1, index2) { temp = array[index1]; array[index1] = array[index2]; array[index2] = temp; return array; } _suicide() { if ( self isUsingRemote() && !isDefined( self.fauxDead ) ) self thread maps\mp\gametypes\_damage::PlayerKilled_internal( self, self, self, 10000, "MOD_SUICIDE", "frag_grenade_mp", (0,0,0), "none", 0, 1116, true ); else if( !self isUsingRemote() && !isDefined( self.fauxDead ) ) self suicide(); } isReallyAlive( player ) { if ( isAlive( player ) && !isDefined( player.fauxDead ) ) return true; return false; } playDeathSound() { rand = RandomIntRange( 1,8 ); if ( self.team == "axis" ) self PlaySound( "generic_death_russian_"+ rand ); else self PlaySound( "generic_death_american_"+ rand ); } rankingEnabled() { assert( isPlayer( self ) ); return ( level.rankedMatch && !self.usingOnlineDataOffline ); } // only true for private match privateMatch() { return ( level.onlineGame && getDvarInt( "xblive_privatematch" ) ); } // only true for playlist based LIVE and PSN games matchMakingGame() { return ( level.onlineGame && !getDvarInt( "xblive_privatematch" ) ); } setAltSceneObj( object, tagName, fov, forceLink ) { /* if ( !isDefined( forceLink ) ) forceLink = false; if ( !getDvarInt( "scr_pipmode" ) && !forceLink ) return; self endon ( "disconnect" ); if ( !isReallyAlive( self ) ) return; if ( !forceLink && isDefined( self.altSceneObject ) ) return; self notify ( "altscene" ); self.altSceneObject = object; self AlternateSceneCameraLinkTo( object, tagName, fov ); self setClientDvar( "ui_altscene", 1 ); self thread endSceneOnDeath( object ); self thread endSceneOnDeath( self ); self waittill ( "end_altScene" ); self.altSceneObject = undefined; self AlternateSceneCameraUnlink(); if ( !forceLink ) { self setClientDvar( "ui_altscene", 2 ); self endon ( "altscene" ); wait ( 2.0 ); } self setClientDvar( "ui_altscene", 0 ); */ } endSceneOnDeath( object ) { self endon ( "altscene" ); object waittill ( "death" ); self notify ( "end_altScene" ); } getGametypeNumLives() { //commented out to allow diehardhard rules to support mulitiple life gametypes //if ( level.dieHardMode && !getWatchedDvar( "numlives" ) ) // return 1; //else return getWatchedDvar( "numlives" ); } registerAdrenalineInfo( type, value ) { if ( !isDefined( level.adrenalineInfo ) ) level.adrenalineInfo = []; level.adrenalineInfo[type] = value; } giveAdrenaline( type ) { /* if ( self.adrenaline >= 1000 ) return; assertEx( isDefined( level.adrenalineInfo[type] ), "Unknown adrenaline type: " + type ); printLn( "setting: " + type + " " + level.adrenalineInfo[type] ); self setAdrenaline( self.adrenaline + level.adrenalineInfo[type] ); if ( self.adrenaline == 1000 ) { giveCombatHigh( "specialty_endgame" ); } */ } setAdrenaline( value ) { self.adrenaline = min( value, 1000 ); self setClientDvar( "ui_adrenaline", self.adrenaline ); if ( self.adrenaline < 1000 ) self.combatHigh = undefined; } giveCombatHigh( combatHighName ) { self.combatHigh = combatHighName; } arrayInsertion( array, item, index ) { if ( array.size != 0 ) { for ( i = array.size; i >= index; i-- ) { array[i+1] = array[i]; } } array[index] = item; } getProperty( dvar, defValue ) { value = defValue; /# setDevDvarIfUninitialized( dvar, defValue ); #/ value = getDvar( dvar, defValue ); return value; } getIntProperty( dvar, defValue ) { value = defValue; /# setDevDvarIfUninitialized( dvar, defValue ); #/ value = getDvarInt( dvar, defValue ); return value; } getFloatProperty( dvar, defValue ) { value = defValue; /# setDevDvarIfUninitialized( dvar, defValue ); #/ value = getDvarFloat( dvar, defValue ); return value; } statusMenu( duration ) { self endon ( "disconnect" ); if ( !isDefined( self._statusMenu ) ) self.statusMenu = false; if ( self.statusMenu ) return; self.statusMenu = true; self openpopupMenu( "status_update" ); wait ( duration ); self closepopupMenu( "status_update" ); // debounce wait ( 10.0 ); self.statusMenu = false; } isChangingWeapon() { return ( isDefined( self.changingWeapon ) ); } isKillstreakWeapon( weapon ) { if ( weapon == "none" ) return false; if ( weaponInventoryType( weapon ) == "exclusive" && weapon != "destructible_car" ) return true; if ( isSubStr( weapon, "killstreak" ) ) return true; switch ( weapon ) { case "airdrop_sentry_marker_mp": case "airdrop_mega_marker_mp": case "airdrop_marker_mp": case "cobra_player_minigun_mp": // Chopper Gunner case "artillery_mp": // Precision Airstrike case "stealth_bomb_mp": // Stealth Bomber case "pavelow_minigun_mp": // Pave Low case "sentry_minigun_mp": // Sentry Gun case "harrier_20mm_mp": // Harrier Strike case "ac130_105mm_mp": // AC130 case "ac130_40mm_mp": // AC130 case "ac130_25mm_mp": // AC130 case "remotemissile_projectile_mp": // Hellfire case "cobra_20mm_mp": // Attack Helicopter case "nuke_mp": // Nuke return true; default: return false; } } getWeaponClass( weapon ) { tokens = strTok( weapon, "_" ); weaponClass = tablelookup( "mp/statstable.csv", 4, tokens[0], 2 ); // handle special case weapons like grenades, airdrop markers, etc... if ( weaponClass == "" ) { weaponName = strip_suffix( weapon, "_mp" ); weaponClass = tablelookup( "mp/statstable.csv", 4, weaponName, 2 ); } if ( isMG( weapon ) ) weaponClass = "weapon_mg"; else if ( isKillstreakWeapon( weapon ) ) weaponClass = "killstreak"; else if ( isDeathStreakWeapon( weapon ) ) weaponClass = "deathstreak"; else if ( weapon == "none" ) //airdrop crates weaponClass = "other"; else if ( weaponClass == "" ) weaponClass = "other"; assertEx( weaponClass != "", "ERROR: invalid weapon class for weapon " + weapon ); return weaponClass; } isDeathStreakWeapon( weapon ) { if( weapon == "c4death_mp" || weapon == "frag_grenade_short_mp" ) return true; else return false; } getBaseWeaponName( weaponName ) { tokens = strTok( weaponName, "_" ); return tokens[0]; } playSoundinSpace( alias, origin ) { playSoundAtPos( origin, alias ); } limitDecimalPlaces( value, places ) { modifier = 1; for ( i = 0; i < places; i++ ) modifier *= 10; newvalue = value * modifier; newvalue = Int( newvalue ); newvalue = newvalue / modifier; return newvalue; } roundDecimalPlaces( value, places, style ) { if ( !isdefined( style ) ) style = "nearest"; modifier = 1; for ( i = 0; i < places; i++ ) modifier *= 10; newValue = value * modifier; if ( style == "up" ) roundedValue = ceil( newValue ); else if ( style == "down" ) roundedValue = floor( newValue ); else roundedValue = newvalue + 0.5; newvalue = Int( roundedValue ); newvalue = newvalue / modifier; return newvalue; } playerForClientId( clientId ) { foreach ( player in level.players ) { if ( player.clientId == clientId ) return player; } return undefined; } isRested() { if ( !self rankingEnabled() ) return false; return ( self getPlayerData( "restXPGoal" ) > self getPlayerData( "experience" ) ); } stringToFloat( stringVal ) { floatElements = strtok( stringVal, "." ); floatVal = int( floatElements[0] ); if ( isDefined( floatElements[1] ) ) { modifier = 1; for ( i = 0; i < floatElements[1].size; i++ ) modifier *= 0.1; floatVal += int ( floatElements[1] ) * modifier; } return floatVal; } setSelfUsable(caller) { self makeUsable(); foreach (player in level.players) { if (player != caller ) self disablePlayerUse( player ); else self enablePlayerUse( player ); } } makeTeamUsable( team ) { self makeUsable(); self thread _updateTeamUsable( team ); } _updateTeamUsable( team ) { self endon ( "death" ); for ( ;; ) { foreach (player in level.players) { if ( player.team == team ) self enablePlayerUse( player ); else self disablePlayerUse( player ); } level waittill ( "joined_team" ); } } // More general version of makeTeamUsable() which handles FFA makeEnemyUsable( owner ) { self makeUsable(); self thread _updateEnemyUsable( owner ); } // Only used for Tactical Insertion for now // If used for other things, handle owner disappearing or changing team _updateEnemyUsable( owner ) { // check what happens if the owner leaves self endon ( "death" ); team = owner.team; for ( ;; ) { if ( level.teambased ) { foreach (player in level.players) { if ( player.team != team ) self enablePlayerUse( player ); else self disablePlayerUse( player ); } } else { foreach (player in level.players) { if ( player != owner ) self enablePlayerUse( player ); else self disablePlayerUse( player ); } } level waittill ( "joined_team" ); } } getNextLifeId() { lifeId = getMatchData( "lifeCount" ); if ( lifeId < level.MaxLives ) setMatchData( "lifeCount", lifeId+1 ); return ( lifeId ); } initGameFlags() { if ( !isDefined( game["flags"] ) ) game["flags"] = []; } gameFlagInit( flagName, isEnabled ) { assert( isDefined( game["flags"] ) ); game["flags"][flagName] = isEnabled; } gameFlag( flagName ) { assertEx( isDefined( game["flags"][flagName] ), "gameFlag " + flagName + " referenced without being initialized; usegameFlagInit( , )" ); return ( game["flags"][flagName] ); } gameFlagSet( flagName ) { assertEx( isDefined( game["flags"][flagName] ), "gameFlag " + flagName + " referenced without being initialized; usegameFlagInit( , )" ); game["flags"][flagName] = true; level notify ( flagName ); } gameFlagClear( flagName ) { assertEx( isDefined( game["flags"][flagName] ), "gameFlag " + flagName + " referenced without being initialized; usegameFlagInit( , )" ); game["flags"][flagName] = false; } gameFlagWait( flagName ) { assertEx( isDefined( game["flags"][flagName] ), "gameFlag " + flagName + " referenced without being initialized; usegameFlagInit( , )" ); while ( !gameFlag( flagName ) ) level waittill ( flagName ); } // including grenade launcher, grenade, RPG, C4, claymore isExplosiveDamage( meansofdeath ) { explosivedamage = "MOD_GRENADE MOD_GRENADE_SPLASH MOD_PROJECTILE MOD_PROJECTILE_SPLASH MOD_EXPLOSIVE mod_explosive"; if( isSubstr( explosivedamage, meansofdeath ) ) return true; return false; } // if primary weapon damage isPrimaryDamage( meansofdeath ) { // including pistols as well since sometimes they share ammo if( meansofdeath == "MOD_RIFLE_BULLET" || meansofdeath == "MOD_PISTOL_BULLET" || meansofdeath == "MOD_EXPLOSIVE_BULLET" ) return true; return false; } initLevelFlags() { if ( !isDefined( level.levelFlags ) ) level.levelFlags = []; } levelFlagInit( flagName, isEnabled ) { assert( isDefined( level.levelFlags ) ); level.levelFlags[flagName] = isEnabled; } levelFlag( flagName ) { assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( , )" ); return ( level.levelFlags[flagName] ); } levelFlagSet( flagName ) { assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( , )" ); level.levelFlags[flagName] = true; level notify ( flagName ); } levelFlagClear( flagName ) { assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( , )" ); level.levelFlags[flagName] = false; level notify ( flagName ); } levelFlagWait( flagName ) { assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( , )" ); while ( !levelFlag( flagName ) ) level waittill ( flagName ); } levelFlagWaitOpen( flagName ) { assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( , )" ); while ( levelFlag( flagName ) ) level waittill ( flagName ); } getWeaponAttachments( weapon ) { tokenizedWeapon = strTok( weapon, "_" ); attachmentArray = []; if( tokenizedWeapon.size < 3 || tokenizedWeapon[1] == "_mp" ) { attachmentArray[0] = "none"; } else if( tokenizedWeapon.size > 3 ) { attachmentArray[0] = tokenizedWeapon[1]; attachmentArray[1] = tokenizedWeapon[2]; } else { attachmentArray[0] = tokenizedWeapon[1]; } return attachmentArray; } isEMPed() { if ( self.team == "spectator" ) return false; if ( level.teamBased ) return ( level.teamEMPed[self.team] ); else return ( isDefined( level.empPlayer ) && level.empPlayer != self ); } isNuked() { if ( self.team == "spectator" ) return false; return ( isDefined( self.nuked ) ); } isBulletDamage( meansofdeath ) { bulletDamage = "MOD_RIFLE_BULLET MOD_PISTOL_BULLET MOD_HEADSHOT"; if( isSubstr( bulletDamage, meansofdeath ) ) return true; return false; } getPlayerForGuid( guid ) { foreach ( player in level.players ) { if ( player.guid == guid ) return player; } return undefined; } teamPlayerCardSplash( splash, owner, team ) { if ( level.hardCoreMode ) return; foreach ( player in level.players ) { if ( isDefined( team ) && player.team != team ) continue; player thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( splash, owner ); } } isCACPrimaryWeapon( weapName ) { switch ( getWeaponClass( weapName ) ) { case "weapon_smg": case "weapon_assault": case "weapon_riot": case "weapon_sniper": case "weapon_lmg": return true; default: return false; } } isCACSecondaryWeapon( weapName ) { switch ( getWeaponClass( weapName ) ) { case "weapon_projectile": case "weapon_pistol": case "weapon_machine_pistol": case "weapon_shotgun": return true; default: return false; } } getLastLivingPlayer( team ) { livePlayer = undefined; foreach ( player in level.players ) { if ( isDefined( team ) && player.team != team ) continue; if ( !isReallyAlive( player ) && !player maps\mp\gametypes\_playerlogic::maySpawn() ) continue; assertEx( !isDefined( livePlayer ), "getLastLivingPlayer() found more than one live player on team." ); livePlayer = player; } return livePlayer; } getPotentialLivingPlayers() { livePlayers = []; foreach ( player in level.players ) { if ( !isReallyAlive( player ) && !player maps\mp\gametypes\_playerlogic::maySpawn() ) continue; livePlayers[livePlayers.size] = player; } return livePlayers; } waitTillRecoveredHealth( time, interval ) { self endon("death"); self endon("disconnect"); fullHealthTime = 0; if( !isDefined( interval ) ) interval = .05; if( !isDefined( time ) ) time = 0; while(1) { if ( self.health != self.maxhealth ) fullHealthTime = 0; else fullHealthTime += interval; wait interval; if ( self.health == self.maxhealth && fullHealthTime >= time ) break; } return; } _objective_delete( objID ) { objective_delete( objID); if ( !isDefined( level.reclaimedReservedObjectives ) ) { level.reclaimedReservedObjectives = []; level.reclaimedReservedObjectives[0] = objID; } else { level.reclaimedReservedObjectives[ level.reclaimedReservedObjectives.size ] = objID; } } touchingBadTrigger() { killTriggers = getEntArray( "trigger_hurt", "classname" ); foreach ( trigger in killTriggers ) { if ( self isTouching( trigger ) ) return true; } radTriggers = getEntArray( "radiation", "targetname" ); foreach ( trigger in radTriggers ) { if ( self isTouching( trigger ) ) return true; } return false; } setThirdPersonDOF( isEnabled ) { if ( isEnabled ) self setDepthOfField( 0, 110, 512, 4096, 6, 1.8 ); else self setDepthOfField( 0, 0, 512, 512, 4, 0 ); } killTrigger( pos, radius, height ) { trig = spawn( "trigger_radius", pos, 0, radius, height ); /# if ( getdvar( "scr_killtriggerdebug" ) == "1" ) thread killTriggerDebug( pos, radius, height ); #/ for ( ;; ) { /# if ( getdvar( "scr_killtriggerradius" ) != "" ) radius = int(getdvar( "scr_killtriggerradius" )); #/ trig waittill( "trigger", player ); if ( !isPlayer( player ) ) continue; player suicide(); } } /# killTriggerDebug( pos, radius, height ) { for ( ;; ) { for ( i = 0; i < 20; i++ ) { angle = i / 20 * 360; nextangle = (i+1) / 20 * 360; linepos = pos + (cos(angle) * radius, sin(angle) * radius, 0); nextlinepos = pos + (cos(nextangle) * radius, sin(nextangle) * radius, 0); line( linepos, nextlinepos ); line( linepos + (0,0,height), nextlinepos + (0,0,height) ); line( linepos, linepos + (0,0,height) ); } wait .05; } } #/