#include maps\mp\_utility; #include maps\mp\gametypes\_hud_util; #include common_scripts\utility; SENTRY_MODE_ON = "sentry"; SENTRY_MODE_OFF = "sentry_offline"; SENTRY_TIME_OUT = 90.0; SENTRY_SPINUP_TIME = .05; SENTRY_OVERHEAT_TIME = 8.0; SENTRY_FX_TIME = .3; init() { level.sentryType = []; level.sentryType[ "sentry_minigun" ] = "sentry"; level.killStreakFuncs[ level.sentryType[ "sentry_minigun" ] ] = ::tryUseAutoSentry; level.sentrySettings = []; level.sentrySettings[ "sentry_minigun" ] = spawnStruct(); level.sentrySettings[ "sentry_minigun" ].burstMin = 20; level.sentrySettings[ "sentry_minigun" ].burstMax = 120; level.sentrySettings[ "sentry_minigun" ].pauseMin = 0.15; level.sentrySettings[ "sentry_minigun" ].pauseMax = 0.35; level.sentrySettings[ "sentry_minigun" ].weaponInfo = "sentry_minigun_mp"; level.sentrySettings[ "sentry_minigun" ].modelBase = "sentry_minigun"; level.sentrySettings[ "sentry_minigun" ].modelPlacement = "sentry_minigun_obj"; level.sentrySettings[ "sentry_minigun" ].modelPlacementFailed = "sentry_minigun_obj_red"; level.sentrySettings[ "sentry_minigun" ].modelDestroyed = "sentry_minigun_destroyed"; foreach ( sentryInfo in level.sentrySettings ) { precacheItem( sentryInfo.weaponInfo ); precacheModel( sentryInfo.modelBase ); precacheModel( sentryInfo.modelPlacement ); precacheModel( sentryInfo.modelPlacementFailed ); precacheModel( sentryInfo.modelDestroyed ); } level._effect[ "sentry_overheat_mp" ] = loadfx( "smoke/sentry_turret_overheat_smoke" ); level._effect[ "sentry_explode_mp" ] = loadfx( "explosions/sentry_gun_explosion" ); level._effect[ "sentry_smoke_mp" ] = loadfx( "smoke/car_damage_blacksmoke" ); } /* ============================ Killstreak Functions ============================ */ tryUseAutoSentry( lifeId ) { result = self giveSentry( "sentry_minigun" ); if ( result ) self maps\mp\_matchdata::logKillstreakEvent( "sentry", self.origin ); return ( result ); } tryUseAutoGlSentry( lifeId ) { result = self giveSentry( "sentry_gun" ); if ( result ) self maps\mp\_matchdata::logKillstreakEvent( "sentry_gl", self.origin ); return ( result ); } giveSentry( sentryType ) { self.last_sentry = sentryType; sentryGun = createSentryForPlayer( sentryType, self ); self setCarryingSentry( sentryGun, true ); // if we failed to place the sentry, it will have been deleted at this point if ( isDefined( sentryGun ) ) return true; else return false; } /* ============================ Player Functions ============================ */ setCarryingSentry( sentryGun, allowCancel ) { self endon ( "death" ); self endon ( "disconnect" ); assert( isReallyAlive( self ) ); sentryGun sentry_setCarried( self ); self _disableWeapon(); self notifyOnPlayerCommand( "place_sentry", "+attack" ); self notifyOnPlayerCommand( "cancel_sentry", "+actionslot 4" ); for ( ;; ) { result = waittill_any_return( "place_sentry", "cancel_sentry" ); if ( result == "cancel_sentry" ) { if ( !allowCancel ) continue; sentryGun sentry_setCancelled(); self _enableWeapon(); return false; } if ( !sentryGun.canBePlaced ) continue; sentryGun sentry_setPlaced(); self _enableWeapon(); return true; } } /* ============================ Sentry Functions ============================ */ createSentryForPlayer( sentryType, owner ) { assertEx( isDefined( owner ), "createSentryForPlayer() called without owner specified" ); sentryGun = spawnTurret( "misc_turret", owner.origin, level.sentrySettings[ sentryType ].weaponInfo ); sentryGun.angles = owner.angles; sentryGun sentry_initSentry( sentryType, owner ); return ( sentryGun ); } sentry_initSentry( sentryType, owner ) { self.sentryType = sentryType; self setModel( level.sentrySettings[ self.sentryType ].modelBase ); self.health = 1000; self setCanDamage( true ); self makeTurretInoperable(); self setTurretModeChangeWait( true ); // self setConvergenceTime( .25, "pitch" ); // self setConvergenceTime( .25, "yaw" ); self sentry_setInactive(); self setDefaultDropPitch( -89.0 ); // setting this mainly prevents Turret_RestoreDefaultDropPitch() from running self sentry_setOwner( owner ); self thread sentry_handleOwner(); self thread sentry_handleDamage(); self thread sentry_handleDeath(); self thread sentry_handleUse(); self thread sentry_timeOut(); self thread sentry_attackTargets(); self thread sentry_beepSounds(); } /* ============================ Sentry Handlers ============================ */ sentry_handleDamage() { // use a health buffer to prevent the turret from dying to friendly fire healthBuffer = 20000; self.health += healthbuffer; while ( self.health > 0 ) { self waittill( "damage", amount, attacker, dir, point, type ); if ( isDefined( attacker ) && isPlayer( attacker ) && attacker != self.owner && attacker isFriendlyToSentry( self ) && !isDefined( level.nukeDetonated ) ) { self.health += amount; continue; } // 7x damage for explosives - GRENADES if ( isExplosiveDamage( type ) ) self.health -= (amount * 1); if ( type == "MOD_MELEE" ) self.health = 0; if ( isPlayer( attacker ) ) { attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "sentry" ); if ( attacker _hasPerk( "specialty_armorpiercing" ) ) { damageAdd = amount*level.armorPiercingMod; self.health -= int(damageAdd); } } if ( self.health - healthbuffer < 0 ) { thread maps\mp\gametypes\_missions::vehicleKilled( self.owner, self, undefined, attacker, amount, type ); if ( isPlayer( attacker ) && (!isDefined(self.owner) || attacker != self.owner) ) { attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", 100 ); attacker notify( "destroyed_killstreak" ); } if ( isDefined( self.owner ) ) self.owner thread leaderDialogOnPlayer( "sentry_destroyed" ); self notify ( "death" ); return; } } } sentry_handleDeath() { entNum = self GetEntityNumber(); self addToTurretList( entNum ); self waittill ( "death" ); self removeFromTurretList( entNum ); // this handles cases of deletion if ( !isDefined( self ) ) return; self setModel( level.sentrySettings[ self.sentryType ].modelDestroyed ); self sentry_setInactive(); self setDefaultDropPitch( 40 ); self SetSentryOwner( undefined ); self SetTurretMinimapVisible( false ); self playSound( "sentry_explode" ); playFxOnTag( getFx( "sentry_explode_mp" ), self, "tag_aim" ); // don't try to delete ourselves if we're deleted by other means self endon ( "death" ); wait ( 1.5 ); self playSound( "sentry_explode_smoke" ); for ( smokeTime = 8; smokeTime > 0; smokeTime -= 0.4 ) { playFxOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" ); wait ( 0.4 ); } self delete(); } sentry_handleUse() { self endon ( "death" ); level endon ( "game_ended" ); for ( ;; ) { self waittill ( "trigger", player ); assert( player == self.owner ); assert( !isDefined( self.carriedBy ) ); if ( !isReallyAlive( player ) ) continue; player setCarryingSentry( self, false ); } } sentry_handleOwner() { self endon ( "death" ); level endon ( "game_ended" ); self notify ( "sentry_handleOwner" ); self endon ( "sentry_handleOwner" ); self.owner waittill_any( "disconnect", "joined_team", "joined_spectators" ); self notify( "death" ); } /* ============================ Sentry Utility Functions ============================ */ sentry_setOwner( owner ) { assertEx( isDefined( owner ), "sentry_setOwner() called without owner specified" ); assertEx( isPlayer( owner ), "sentry_setOwner() called on non-player entity type: " + owner.classname ); self.owner = owner; self SetSentryOwner( self.owner ); self SetTurretMinimapVisible( true ); if ( level.teamBased ) { self.team = self.owner.team; self setTurretTeam( self.team ); } self thread sentry_handleOwner(); } sentry_setPlaced() { self setModel( level.sentrySettings[ self.sentryType ].modelBase ); self setSentryCarried( false ); self setCanDamage( true ); self sentry_makeSolid(); self.carriedBy forceUseHintOff(); self.carriedBy = undefined; self sentry_setActive(); self playSound( "sentry_gun_plant" ); self notify ( "placed" ); } sentry_setCancelled() { self.carriedBy forceUseHintOff(); self delete(); } sentry_setCarried( carrier ) { assert( isPlayer( carrier ) ); assertEx( carrier == self.owner, "sentry_setCarried() specified carrier does not own this sentry" ); self setModel( level.sentrySettings[ self.sentryType ].modelPlacement ); self setSentryCarried( true ); self setCanDamage( false ); self sentry_makeNotSolid(); self.carriedBy = carrier; carrier thread updateSentryPlacement( self ); self thread sentry_onCarrierDeath( carrier ); self thread sentry_onCarrierDisconnect( carrier ); self thread sentry_onGameEnded(); self sentry_setInactive(); self notify ( "carried" ); } updateSentryPlacement( sentryGun ) { self endon ( "death" ); self endon ( "disconnect" ); level endon ( "game_ended" ); sentryGun endon ( "placed" ); sentryGun endon ( "death" ); sentryGun.canBePlaced = true; lastCanPlaceSentry = -1; // force initial update for( ;; ) { placement = self canPlayerPlaceSentry(); sentryGun.origin = placement[ "origin" ]; sentryGun.angles = placement[ "angles" ]; sentryGun.canBePlaced = self isOnGround() && placement[ "result" ]; if ( sentryGun.canBePlaced != lastCanPlaceSentry ) { if ( sentryGun.canBePlaced ) { sentryGun setModel( level.sentrySettings[ sentryGun.sentryType ].modelPlacement ); self ForceUseHintOn( &"SENTRY_PLACE" ); } else { sentryGun setModel( level.sentrySettings[ sentryGun.sentryType ].modelPlacementFailed ); self ForceUseHintOn( &"SENTRY_CANNOT_PLACE" ); } } lastCanPlaceSentry = sentryGun.canBePlaced; wait ( 0.05 ); } } sentry_onCarrierDeath( carrier ) { self endon ( "placed" ); self endon ( "death" ); carrier waittill ( "death" ); if ( self.canBePlaced ) self sentry_setPlaced(); else self delete(); } sentry_onCarrierDisconnect( carrier ) { self endon ( "placed" ); self endon ( "death" ); carrier waittill ( "disconnect" ); self delete(); } sentry_onGameEnded( carrier ) { self endon ( "placed" ); self endon ( "death" ); level waittill ( "game_ended" ); self delete(); } sentry_setActive() { self setMode( SENTRY_MODE_ON ); self setCursorHint( "HINT_NOICON" ); self setHintString( &"SENTRY_PICKUP" ); self makeUsable(); foreach ( player in level.players ) { if ( player == self.owner ) self enablePlayerUse( player ); else self disablePlayerUse( player ); } if ( level.teamBased ) self maps\mp\_entityheadicons::setTeamHeadIcon( self.team, (0,0,65) ); else self maps\mp\_entityheadicons::setPlayerHeadIcon( self.owner, (0,0,65) ); } sentry_setInactive() { self setMode( SENTRY_MODE_OFF ); self makeUnusable(); if ( level.teamBased ) self maps\mp\_entityheadicons::setTeamHeadIcon( "none", ( 0, 0, 0 ) ); else if ( isDefined( self.owner ) ) self maps\mp\_entityheadicons::setPlayerHeadIcon( undefined, ( 0, 0, 0 ) ); } sentry_makeSolid() { self makeTurretSolid(); } sentry_makeNotSolid() { self setContents( 0 ); } isFriendlyToSentry( sentryGun ) { if ( level.teamBased && self.team == sentryGun.team ) return true; return false; } addToTurretList( entNum ) { level.turrets[entNum] = self; } removeFromTurretList( entNum ) { level.turrets[entNum] = undefined; } /* ============================ Sentry Logic Functions ============================ */ sentry_attackTargets() { self endon( "death" ); level endon( "game_ended" ); self.momentum = 0; self.heatLevel = 0; self.overheated = false; self thread sentry_heatMonitor(); for ( ;; ) { self waittill_either( "turretstatechange", "cooled" ); if ( self isFiringTurret() ) { self thread sentry_burstFireStart(); } else { self sentry_spinDown(); self thread sentry_burstFireStop(); } } } sentry_timeOut() { self endon( "death" ); level endon ( "game_ended" ); lifeSpan = SENTRY_TIME_OUT; while ( lifeSpan ) { wait ( 1.0 ); maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone(); if ( !isDefined( self.carriedBy ) ) lifeSpan = max( 0, lifeSpan - 1.0 ); } if ( isDefined( self.owner ) ) self.owner thread leaderDialogOnPlayer( "sentry_gone" ); self notify ( "death" ); } sentry_targetLockSound() { self endon ( "death" ); self playSound( "sentry_gun_beep" ); wait ( 0.1 ); self playSound( "sentry_gun_beep" ); wait ( 0.1 ); self playSound( "sentry_gun_beep" ); } sentry_spinUp() { self thread sentry_targetLockSound(); while ( self.momentum < SENTRY_SPINUP_TIME ) { self.momentum += 0.1; wait ( 0.1 ); } } sentry_spinDown() { self.momentum = 0; } sentry_burstFireStart() { self endon( "death" ); self endon( "stop_shooting" ); level endon( "game_ended" ); self sentry_spinUp(); fireTime = weaponFireTime( level.sentrySettings[ self.sentryType ].weaponInfo ); minShots = level.sentrySettings[ self.sentryType ].burstMin; maxShots = level.sentrySettings[ self.sentryType ].burstMax; minPause = level.sentrySettings[ self.sentryType ].pauseMin; maxPause = level.sentrySettings[ self.sentryType ].pauseMax; for ( ;; ) { numShots = randomIntRange( minShots, maxShots + 1 ); for ( i = 0; i < numShots && !self.overheated; i++ ) { self shootTurret(); self.heatLevel += fireTime; wait ( fireTime ); } wait ( randomFloatRange( minPause, maxPause ) ); } } sentry_burstFireStop() { self notify( "stop_shooting" ); } sentry_heatMonitor() { self endon ( "death" ); fireTime = weaponFireTime( level.sentrySettings[ self.sentryType ].weaponInfo ); lastHeatLevel = 0; lastFxTime = 0; for ( ;; ) { if ( self.heatLevel != lastHeatLevel ) wait ( fireTime ); else self.heatLevel = max( 0, self.heatLevel - 0.05 ); if ( self.heatLevel > SENTRY_OVERHEAT_TIME ) { self.overheated = true; self thread PlayHeatFX(); while ( self.heatLevel ) { self.heatLevel = max( 0, self.heatLevel - 0.1 ); wait ( 0.1 ); } self.overheated = false; self notify( "not_overheated" ); } lastHeatLevel = self.heatLevel; wait ( 0.05 ); } } playHeatFX() { self endon( "death" ); self endon( "not_overheated" ); level endon ( "game_ended" ); for( ;; ) { playFxOnTag( getFx( "sentry_overheat_mp" ), self, "tag_flash" ); wait( SENTRY_FX_TIME ); } } sentry_beepSounds() { self endon( "death" ); level endon ( "game_ended" ); for ( ;; ) { wait ( 3.0 ); if ( !isDefined( self.carriedBy ) ) self playSound( "sentry_gun_beep" ); } }