IW4-Dump-Files/codescripts/character.gsc

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setModelFromArray( a )
{
self setModel( a[ randomint( a.size ) ] );
}
precacheModelArray( a )
{
for ( i = 0; i < a.size; i++ )
precacheModel( a[ i ] );
}
attachHead( headAlias, headArray )
{
if ( !isdefined( level.character_head_index ) )
level.character_head_index = [];
if ( !isdefined( level.character_head_index[ headAlias ] ) )
level.character_head_index[ headAlias ] = randomint( headArray.size );
assert( level.character_head_index[ headAlias ] < headArray.size );
index = ( level.character_head_index[ headAlias ] + 1 ) % headArray.size;
// the designer can overwrite the character
if ( isdefined( self.script_char_index ) )
{
index = self.script_char_index % headArray.size;
}
level.character_head_index[ headAlias ] = index;
self attach( headArray[ index ], "", true );
self.headModel = headArray[ index ];
}
new()
{
self detachAll();
oldGunHand = self.anim_gunHand;
if ( !isdefined( oldGunHand ) )
return;
self.anim_gunHand = "none";
self [[ anim.PutGunInHand ]]( oldGunHand );
}
save()
{
info[ "gunHand" ] = self.anim_gunHand;
info[ "gunInHand" ] = self.anim_gunInHand;
info[ "model" ] = self.model;
info[ "hatModel" ] = self.hatModel;
if ( isdefined( self.name ) )
{
info[ "name" ] = self.name;
println( "Save: Guy has name ", self.name );
}
else
println( "save: Guy had no name!" );
attachSize = self getAttachSize();
for ( i = 0; i < attachSize; i++ )
{
info[ "attach" ][ i ][ "model" ] = self getAttachModelName( i );
info[ "attach" ][ i ][ "tag" ] = self getAttachTagName( i );
}
return info;
}
load( info )
{
self detachAll();
self.anim_gunHand = info[ "gunHand" ];
self.anim_gunInHand = info[ "gunInHand" ];
self setModel( info[ "model" ] );
self.hatModel = info[ "hatModel" ];
if ( isdefined( info[ "name" ] ) )
{
self.name = info[ "name" ];
println( "Load: Guy has name ", self.name );
}
else
println( "Load: Guy had no name!" );
attachInfo = info[ "attach" ];
attachSize = attachInfo.size;
for ( i = 0; i < attachSize; i++ )
self attach( attachInfo[ i ][ "model" ], attachInfo[ i ][ "tag" ] );
}
precache( info )
{
if ( isdefined( info[ "name" ] ) )
println( "Precache: Guy has name ", info[ "name" ] );
else
println( "Precache: Guy had no name!" );
precacheModel( info[ "model" ] );
attachInfo = info[ "attach" ];
attachSize = attachInfo.size;
for ( i = 0; i < attachSize; i++ )
precacheModel( attachInfo[ i ][ "model" ] );
}
/*
sample save / precache / load usage( precache is only required if there are any waits in the level script before load ):
save:
info = foley codescripts\character::save();
game[ "foley" ] = info;
changelevel( "burnville", 0, true );
precache:
codescripts\character::precache( game[ "foley" ] );
load:
foley codescripts\character::load( game[ "foley" ] );
*/
get_random_character( amount )
{
self_info = strtok( self.classname, "_" );
if ( !common_scripts\utility::isSP() )
{
if ( isDefined( self.pers["modelIndex"] ) && self.pers["modelIndex"] < amount )
return self.pers["modelIndex"];
index = randomInt( amount );
self.pers["modelIndex"] = index;
return index;
}
else if ( self_info.size <= 2 )
{
// some custom guy that doesn't use standard naming convention
return randomint( amount );
}
group = "auto"; // by default the type is an auto-selected character
index = undefined;
prefix = self_info[ 2 ]; // merc, marine, etc
// the designer can overwrite the character
if ( isdefined( self.script_char_index ) )
{
index = self.script_char_index;
}
// the designer can hint that this guy is a member of a group of like - spawned guys, so he should use a different index
if ( isdefined( self.script_char_group ) )
{
type = "grouped";
group = "group_" + self.script_char_group;
}
if ( !isdefined( level.character_index_cache ) )
{
// separately store script grouped guys and auto guys so that they dont influence each other
level.character_index_cache = [];
}
if ( !isdefined( level.character_index_cache[ prefix ] ) )
{
// separately store script grouped guys and auto guys so that they dont influence each other
level.character_index_cache[ prefix ] = [];
}
if ( !isdefined( level.character_index_cache[ prefix ][ group ] ) )
{
initialize_character_group( prefix, group, amount );
}
if ( !isdefined( index ) )
{
index = get_least_used_index( prefix, group );
if ( !isdefined( index ) )
{
// fail safe
index = randomint( 5000 );
}
}
while ( index >= amount )
{
index -= amount;
}
level.character_index_cache[ prefix ][ group ][ index ]++;
return index;
}
get_least_used_index( prefix, group )
{
lowest_indices = [];
lowest_use = level.character_index_cache[ prefix ][ group ][ 0 ];
lowest_indices[ 0 ] = 0;
for ( i = 1; i < level.character_index_cache[ prefix ][ group ].size; i++ )
{
if ( level.character_index_cache[ prefix ][ group ][ i ] > lowest_use )
{
continue;
}
if ( level.character_index_cache[ prefix ][ group ][ i ] < lowest_use )
{
// if its the new lowest, start over on the array
lowest_indices = [];
lowest_use = level.character_index_cache[ prefix ][ group ][ i ];
}
// the equal amounts end up in the array
lowest_indices[ lowest_indices.size ] = i;
}
assertex( lowest_indices.size, "Tried to spawn a character but the lowest indices didn't exist" );
return random( lowest_indices );
}
initialize_character_group( prefix, group, amount )
{
for ( i = 0; i < amount; i++ )
{
level.character_index_cache[ prefix ][ group ][ i ] = 0;
}
}
get_random_weapon( amount )
{
return randomint( amount );
}
random( array )
{
return array [ randomint( array.size ) ];
}