IW4-Dump-Files/common_scripts/_fx.gsc

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#include common_scripts\utility;
#include common_scripts\_createfx;
initFX()
{
if ( !isdefined( level.func ) )
{
// this array will be filled with code commands that SP or MP may use but doesn't exist in the other.
level.func = [];
}
if( !isdefined( level.func[ "create_triggerfx" ] ) )
level.func[ "create_triggerfx" ] = ::create_triggerfx;
// wrapper for the exploder function so we dont have to use flags and do ifs/waittills on every exploder call
level.exploderFunction = ::exploder_before_load;
waittillframeend;// Wait one frame so the effects get setup by the maps fx thread
waittillframeend;// Wait another frame so effects can be loaded based on start functions. Without this FX are initialiazed before they are defined by start functions.
level.exploderFunction = ::exploder_after_load;
/# setDevDvarIfUninitialized( "scr_map_exploder_dump", 0 ); #/
for ( i = 0; i < level.createFXent.size; i++ )
{
ent = level.createFXent[ i ];
ent set_forward_and_up_vectors();
if ( ent.v[ "type" ] == "loopfx" )
ent thread loopfxthread();
if ( ent.v[ "type" ] == "oneshotfx" )
ent thread oneshotfxthread();
if ( ent.v[ "type" ] == "soundfx" )
ent thread create_loopsound();
}
}
print_org( fxcommand, fxId, fxPos, waittime )
{
if ( GetDvar( "debug" ) == "1" )
{
println( "{" );
println( "\"origin\" \"" + fxPos[ 0 ] + " " + fxPos[ 1 ] + " " + fxPos[ 2 ] + "\"" );
println( "\"classname\" \"script_model\"" );
println( "\"model\" \"fx\"" );
println( "\"script_fxcommand\" \"" + fxcommand + "\"" );
println( "\"script_fxid\" \"" + fxId + "\"" );
println( "\"script_delay\" \"" + waittime + "\"" );
println( "}" );
}
}
OneShotfx( fxId, fxPos, waittime, fxPos2 )
{
// level thread print_org ("OneShotfx", fxId, fxPos, waittime);
// level thread OneShotfxthread (fxId, fxPos, waittime, fxPos2);
}
exploderfx( num, fxId, fxPos, waittime, fxPos2, fireFx, fireFxDelay, fireFxSound, fxSound, fxQuake, fxDamage, soundalias, repeat, delay_min, delay_max, damage_radius, fireFxTimeout, exploder_group )
{
if ( 1 )
{
ent = createExploder( fxId );
ent.v[ "origin" ] = fxPos;
ent.v[ "angles" ] = ( 0, 0, 0 );
if ( isdefined( fxPos2 ) )
ent.v[ "angles" ] = vectortoangles( fxPos2 - fxPos );
ent.v[ "delay" ] = waittime;
ent.v[ "exploder" ] = num;
// deprecated
return;
}
fx = spawn( "script_origin", ( 0, 0, 0 ) );
// println ("total ", getentarray ("script_origin","classname").size);
fx.origin = fxPos;
fx.angles = vectortoangles( fxPos2 - fxPos );
// fx.targetname = "exploder";
fx.script_exploder = num;
fx.script_fxid = fxId;
fx.script_delay = waittime;
fx.script_firefx = fireFx;
fx.script_firefxdelay = ( fireFxDelay );// for awhile the script exported strings for this value so we cast it to float
fx.script_firefxsound = fireFxSound;
fx.script_sound = fxSound;
fx.script_earthquake = fxQuake;
fx.script_damage = ( fxDamage );
fx.script_radius = ( damage_radius );
fx.script_soundalias = soundalias;
fx.script_firefxtimeout = ( fireFxTimeout );
fx.script_repeat = ( repeat );
fx.script_delay_min = ( delay_min );
fx.script_delay_max = ( delay_max );
fx.script_exploder_group = exploder_group;
forward = anglestoforward( fx.angles );
forward = vector_multiply( forward, 150 );
fx.targetPos = fxPos + forward;
if ( !isdefined( level._script_exploders ) )
level._script_exploders = [];
level._script_exploders[ level._script_exploders.size ] = fx;
createfx_showOrigin( fxid, fxPos, waittime, fxpos2, "exploderfx", fx, undefined, fireFx, fireFxDelay,
fireFxSound, fxSound, fxQuake, fxDamage, soundalias, repeat, delay_min, delay_max, damage_radius, fireFxTimeout );
}
/*
loopfxRotate(fxId, fxPos, waittime, angle, fxStart, fxStop, timeout)
{
level thread print_org ("loopfx", fxId, fxPos, waittime);
level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
}
*/
loopfx( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
{
println( "Loopfx is deprecated!" );
ent = createLoopEffect( fxId );
ent.v[ "origin" ] = fxPos;
ent.v[ "angles" ] = ( 0, 0, 0 );
if ( isdefined( fxPos2 ) )
ent.v[ "angles" ] = vectortoangles( fxPos2 - fxPos );
ent.v[ "delay" ] = waittime;
}
/*
loopfx(fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout)
{
level thread print_org ("loopfx", fxId, fxPos, waittime);
level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
}
*/
create_looper()
{
//assert (isdefined(self.looper));
self.looper = playLoopedFx( level._effect[ self.v[ "fxid" ] ], self.v[ "delay" ], self.v[ "origin" ], 0, self.v[ "forward" ], self.v[ "up" ] );
create_loopsound();
}
create_loopsound()
{
self notify( "stop_loop" );
if ( isdefined( self.v[ "soundalias" ] ) && ( self.v[ "soundalias" ] != "nil" ) )
{
if ( isdefined( self.v[ "stopable" ] ) && self.v[ "stopable" ] )
{
if ( isdefined( self.looper ) )
self.looper thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ], "death" );
else
thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ], "stop_loop" );
}
else
{
if ( isdefined( self.looper ) )
self.looper thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ] );
else
thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ] );
}
}
}
loopfxthread()
{
waitframe();
// println ( "fx testing running Id: ", fxId );
// if ((isdefined (level.scr_sound)) && (isdefined (level.scr_sound[fxId])))
// loopSound(level.scr_sound[fxId], fxPos);
if ( isdefined( self.fxStart ) )
level waittill( "start fx" + self.fxStart );
while ( 1 )
{
/*
if (isdefined (ent.org2))
{
fxAngle = vectorNormalize (ent.org2 - ent.org);
looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, 0, fxAngle );
}
else
looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, 0 );
*/
create_looper();
if ( isdefined( self.timeout ) )
thread loopfxStop( self.timeout );
if ( isdefined( self.fxStop ) )
level waittill( "stop fx" + self.fxStop );
else
return;
if ( isdefined( self.looper ) )
self.looper delete();
if ( isdefined( self.fxStart ) )
level waittill( "start fx" + self.fxStart );
else
return;
}
}
loopfxChangeID( ent )
{
self endon( "death" );
ent waittill( "effect id changed", change );
}
loopfxChangeOrg( ent )
{
self endon( "death" );
for ( ;; )
{
ent waittill( "effect org changed", change );
self.origin = change;
}
}
loopfxChangeDelay( ent )
{
self endon( "death" );
ent waittill( "effect delay changed", change );
}
loopfxDeletion( ent )
{
self endon( "death" );
ent waittill( "effect deleted" );
self delete();
}
loopfxStop( timeout )
{
self endon( "death" );
wait( timeout );
self.looper delete();
}
loopSound( sound, Pos, waittime )
{
// level thread print_org ("loopSound", sound, Pos, waittime);
level thread loopSoundthread( sound, Pos, waittime );
}
loopSoundthread( sound, pos, waittime )
{
org = spawn( "script_origin", ( pos ) );
org.origin = pos;
// println ("hello1 ", org.origin, sound);
org playLoopSound( sound );
}
gunfireloopfx( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
thread gunfireloopfxthread( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax );
}
gunfireloopfxthread( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
level endon( "stop all gunfireloopfx" );
waitframe();
if ( betweenSetsMax < betweenSetsMin )
{
temp = betweenSetsMax;
betweenSetsMax = betweenSetsMin;
betweenSetsMin = temp;
}
betweenSetsBase = betweenSetsMin;
betweenSetsRange = betweenSetsMax - betweenSetsMin;
if ( shotdelayMax < shotdelayMin )
{
temp = shotdelayMax;
shotdelayMax = shotdelayMin;
shotdelayMin = temp;
}
shotdelayBase = shotdelayMin;
shotdelayRange = shotdelayMax - shotdelayMin;
if ( shotsMax < shotsMin )
{
temp = shotsMax;
shotsMax = shotsMin;
shotsMin = temp;
}
shotsBase = shotsMin;
shotsRange = shotsMax - shotsMin;
fxEnt = spawnFx( level._effect[ fxId ], fxPos );
fxEnt willNeverChange();
for ( ;; )
{
shotnum = shotsBase + randomint( shotsRange );
for ( i = 0;i < shotnum;i++ )
{
triggerFx( fxEnt );
wait( shotdelayBase + randomfloat( shotdelayRange ) );
}
wait( betweenSetsBase + randomfloat( betweenSetsRange ) );
}
}
gunfireloopfxVec( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
thread gunfireloopfxVecthread( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax );
}
gunfireloopfxVecthread( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
level endon( "stop all gunfireloopfx" );
waitframe();
if ( betweenSetsMax < betweenSetsMin )
{
temp = betweenSetsMax;
betweenSetsMax = betweenSetsMin;
betweenSetsMin = temp;
}
betweenSetsBase = betweenSetsMin;
betweenSetsRange = betweenSetsMax - betweenSetsMin;
if ( shotdelayMax < shotdelayMin )
{
temp = shotdelayMax;
shotdelayMax = shotdelayMin;
shotdelayMin = temp;
}
shotdelayBase = shotdelayMin;
shotdelayRange = shotdelayMax - shotdelayMin;
if ( shotsMax < shotsMin )
{
temp = shotsMax;
shotsMax = shotsMin;
shotsMin = temp;
}
shotsBase = shotsMin;
shotsRange = shotsMax - shotsMin;
fxPos2 = vectornormalize( fxPos2 - fxPos );
fxEnt = spawnFx( level._effect[ fxId ], fxPos, fxPos2 );
fxEnt willNeverChange();
for ( ;; )
{
shotnum = shotsBase + randomint( shotsRange );
for ( i = 0;i < int( shotnum / level.fxfireloopmod );i++ )
{
triggerFx( fxEnt );
delay = ( ( shotdelayBase + randomfloat( shotdelayRange ) ) * level.fxfireloopmod );
if ( delay < .05 )
delay = .05;
wait delay;
}
wait( shotdelayBase + randomfloat( shotdelayRange ) );
wait( betweenSetsBase + randomfloat( betweenSetsRange ) );
}
}
setfireloopmod( value )
{
level.fxfireloopmod = 1 / value;
}
setup_fx()
{
if ( ( !isdefined( self.script_fxid ) ) || ( !isdefined( self.script_fxcommand ) ) || ( !isdefined( self.script_delay ) ) )
{
// println (self.script_fxid);
// println (self.script_fxcommand);
// println (self.script_delay);
// println ("Effect at origin ", self.origin," doesn't have script_fxid/script_fxcommand/script_delay");
// self delete();
return;
}
// println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin);
if ( isdefined( self.model ) )
if ( self.model == "toilet" )
{
self thread burnville_paratrooper_hack();
return;
}
org = undefined;
if ( isdefined( self.target ) )
{
ent = getent( self.target, "targetname" );
if ( isdefined( ent ) )
org = ent.origin;
}
fxStart = undefined;
if ( isdefined( self.script_fxstart ) )
fxStart = self.script_fxstart;
fxStop = undefined;
if ( isdefined( self.script_fxstop ) )
fxStop = self.script_fxstop;
if ( self.script_fxcommand == "OneShotfx" )
OneShotfx( self.script_fxId, self.origin, self.script_delay, org );
if ( self.script_fxcommand == "loopfx" )
loopfx( self.script_fxId, self.origin, self.script_delay, org, fxStart, fxStop );
if ( self.script_fxcommand == "loopsound" )
loopsound( self.script_fxId, self.origin, self.script_delay );
self delete();
}
burnville_paratrooper_hack()
{
normal = ( 0, 0, self.angles[ 1 ] );
// println ("z: paratrooper fx hack: ", normal);
id = level._effect[ self.script_fxId ];
origin = self.origin;
// if (isdefined (self.script_delay))
// wait (self.script_delay);
wait 1;
level thread burnville_paratrooper_hack_loop( normal, origin, id );
self delete();
}
burnville_paratrooper_hack_loop( normal, origin, id )
{
while ( 1 )
{
// iprintln ("z: playing paratrooper fx", origin);
playfx( id, origin );
wait( 30 + randomfloat( 40 ) );
}
}
create_triggerfx()
{
//assert (isdefined(self.looper));
if( ! verify_effects_assignment( self.v[ "fxid" ] ) )
return;
self.looper = spawnFx( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
triggerFx( self.looper, self.v[ "delay" ] );
self.looper willNeverChange();
create_loopsound();
}
verify_effects_assignment( effectID )
{
if( isdefined ( level._effect[ effectID ] ) )
return true;
if( ! isdefined( level._missing_FX ) )
level._missing_FX = [];
level._missing_FX[ self.v[ "fxid" ] ] = effectID;
verify_effects_assignment_print( effectID );
return false;
}
verify_effects_assignment_print( effectID )
{
level notify ( "verify_effects_assignment_print" );
level endon ( "verify_effects_assignment_print" );
wait .05; //allow errors on the same frame to que up before printing
println("Error:");
println("Error:**********MISSING EFFECTS IDS**********");
keys = getarraykeys( level._missing_FX );
foreach( key in keys )
{
println( "Error: Missing Effects ID assignment for: "+ key );
}
println("Error:");
assertmsg( "Missing Effects ID assignments ( see console )" );
}
OneShotfxthread()
{
waitframe();
if ( self.v[ "delay" ] > 0 )
wait self.v[ "delay" ];
/*
if ( isdefined( self.v[ "fire_range" ] ) )
{
thread fire_radius( self.v[ "origin" ], self.v[ "fire_range" ] );
}
*/
[[ level.func[ "create_triggerfx" ] ]]();
}