IW4-Dump-Files/maps/_coop.gsc

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#include maps\_utility;
#include animscripts\utility;
#include common_scripts\utility;
#include maps\_hud_util;
main()
{
flag_init( "coop_game" );
flag_init( "coop_revive" );
flag_init( "coop_alldowned" );
flag_init( "coop_show_constant_icon" );
flag_init( "coop_fail_when_all_dead" );
setDvarIfUninitialized( "coop_revive", 1 );
setDvarIfUninitialized( "coop_show_constant_icon", 1 );
//later on - hopefully this flag will be set through some real time method
//so that the 2nd player can jump in and out of a game at any moment...right
//now this check only happens at the load of each level and doesn't get checked again
if ( is_coop() )
flag_set( "coop_game" );
if ( getdvar( "coop_revive", 1 ) == "1" )
flag_set( "coop_revive" );
flag_set( "coop_show_constant_icon" );
// "Partner down"
precacheString( &"SCRIPT_COOP_BLEEDING_OUT_PARTNER" );
// "Bleeding out"
precacheString( &"SCRIPT_COOP_BLEEDING_OUT" );
// "Reviving partner..."
precacheString( &"SCRIPT_COOP_REVIVING_PARTNER" );
// "Being revived..."
precacheString( &"SCRIPT_COOP_REVIVING" );
// "Hold ^3[{+usereload}]^7 to revive"
precacheString( &"SCRIPT_COOP_REVIVE" );
precacheShader( "hint_health" );
precacheShader( "coop_player_location" );
precacheShader( "coop_player_location_fire" );
level.coop_icon_green = ( 0.635, 0.929, 0.604 );
level.coop_icon_yellow = ( 1, 1, 0.2 );
level.coop_icon_orange = ( 1, .65, 0.2 );
level.coop_icon_red = ( 1, 0.2, 0.2 );
level.coop_icon_white = ( 1, 1, 1 );
level.coop_icon_downed = level.coop_icon_yellow;
level.coop_icon_shoot = level.coop_icon_green;
level.coop_icon_damage = level.coop_icon_orange;
level.coop_icon_blinktime = 7; // how long the non-downed player's hud icon should blink after the downed player presses the nag button
level.coop_icon_blinkcrement = 0.375; // how long each "blink" lasts
level.coop_revive_nag_hud_refreshtime = 20;
level.revive_hud_base_offset = 75;
level.revive_bar_base_offset = 15;
if ( !issplitscreen() )
level.revive_hud_base_offset = 120;
foreach( player in level.players )
player.reviving_buddy = false;
// Used to keep one player alive for a few seconds when the other player goes down
level.coop_last_player_downed_time = 0;
thread downed_player_manager();
thread player_coop_check_mission_ended();
}
player_coop_proc()
{
//this checks to see if we're already running the process
if ( !flag( "coop_game" ) )
return;
level endon( "coop_game" );
if ( self ent_flag( "coop_proc_running" ) )
return;
if ( !isdefined( self.original_maxhealth ) )
self.original_maxhealth = self.maxhealth;
if ( !flag( "coop_revive" ) )
return;
level endon( "coop_revive" );
self thread player_coop_proc_ended();
switch( level.gameskill )
{
case 0:
case 1:
self.coop.bleedout_time_default = 120;
level.coop_bleedout_stage2_multiplier = 0.5;
level.coop_bleedout_stage3_multiplier = 0.25;
break;
case 2:
self.coop.bleedout_time_default = 90;
level.coop_bleedout_stage2_multiplier = 0.66;
level.coop_bleedout_stage3_multiplier = 0.33;
break;
case 3:
self.coop.bleedout_time_default = 60;
level.coop_bleedout_stage2_multiplier = 0.5;
level.coop_bleedout_stage3_multiplier = 0.25;
break;
}
self ent_flag_set( "coop_proc_running" );
self EnableDeathShield( true );
assertex( self ent_flag_exist( "coop_downed" ), "Didnt have flag set" );
self ent_flag_clear( "coop_downed" );
self ent_flag_clear( "coop_pause_bleedout_timer" );
self thread player_setup_icon();
self endon( "death" );
my_id = self.unique_id;
while ( 1 )
{
self waittill( "deathshield", damage, attacker, direction, point, type, modelName, tagName, partName, dflags, weaponName );
// we're already downed
if ( self ent_flag( "coop_downed" ) )
continue;
death_array = [];
death_array[ "damage" ] = damage;
death_array[ "player" ] = self;
// Only want to set this on the *second* player to go down.
// We want to know the most recent reason for a player to be killed, rather than something that
// happened to the first player potentially almost 2 minutes ago (or whatever the revive time is).
buddy = get_other_player( self );
if ( buddy ent_flag( "coop_downed" ) )
{
self.coop_death_reason = [];
self.coop_death_reason[ "attacker" ] = attacker;
self.coop_death_reason[ "cause" ] = type;
self.coop_death_reason[ "weapon_name" ] = weaponName;
}
level.downed_players[ self.unique_id ] = death_array;
self try_crush_player( attacker, type );
// the downed_player_manager will down the player
level notify( "player_downed" );
}
}
try_crush_player( attacker, type )
{
if ( !Isdefined( attacker ) )
{
return;
}
if ( !Isdefined( type ) )
{
return;
}
if ( type != "MOD_CRUSH" )
{
return;
}
// If a vehicle crushed the player, make sure the vehicle is moving before we kill, if not, then the player should live
if ( IsDefined( attacker.vehicletype ) )
{
speed = attacker Vehicle_GetSpeed();
if ( abs( speed ) == 0 )
{
return;
}
}
if ( flag( "special_op_terminated" ) )
{
return;
}
attacker maps\_specialops::so_crush_player( self, type );
}
downed_player_manager()
{
for ( ;; )
{
// the array will be refilled when a player is downed
level.downed_players = [];
level waittill( "player_downed" );
assertex( isdefined( level.player_downed_death_buffer_time ), "level.player_downed_death_buffer_time didnt get defined!" );
// wait until the end of the frame so the array will have all players that were downed in it
waittillframeend;
if ( gettime() < level.coop_last_player_downed_time + level.player_downed_death_buffer_time * 1000 )
{
// cant die until this time has passed
continue;
}
level.coop_last_player_downed_time = gettime();
// figure out which player to down
highest_damage = 0;
downed_player = undefined;
// randomize it so either player can be downed if they tie on damage
level.downed_players = array_randomize( level.downed_players );
foreach ( unique_id, array in level.downed_players )
{
//Print3d( array[ "player" ] geteye(), array[ "damage" ], (1,0,0), 1, 1, 500 );
if ( array[ "damage" ] >= highest_damage )
{
downed_player = array[ "player" ];
}
}
assertex( isdefined( downed_player ), "Downed_player was not defined!" );
downed_player thread player_coop_downed();
// the remaining player gets slightly buffed
thread maps\_gameskill::resetSkill();
}
}
create_fresh_friendly_icon( material )
{
if ( isdefined( self.friendlyIcon ) )
self.friendlyIcon Destroy();
self.friendlyIcon = NewClientHudElem( self );
self.friendlyIcon SetShader( material, 1, 1 );
self.friendlyIcon SetWayPoint( true, true, false );
self.friendlyIcon SetWaypointIconOffscreenOnly();
self.friendlyIcon SetTargetEnt( get_other_player( self ) );
self.friendlyIcon.material = material;
self.friendlyIcon.hidewheninmenu = true;
if ( flag( "coop_show_constant_icon" ) )
self.friendlyIcon.alpha = 1.0;
else
self.friendlyIcon.alpha = 0.0;
}
rebuild_friendly_icon( color, material, non_rotating )
{
if ( isdefined( self.noFriendlyHudIcon ) )
return;
assertex( isdefined( color ), "rebuild_friendly_icon requires a valid color to be passed in." );
assertex( isdefined( material ), "rebuild_friendly_icon requires a valid material to be passed in.");
// Rebuild from scratch if it doesn't exist or the material has changed.
if ( !isdefined( self.friendlyIcon ) || ( self.friendlyIcon.material != material ) )
{
create_fresh_friendly_icon( material );
}
self.friendlyIcon.color = color;
if ( !isdefined( non_rotating ) )
self.friendlyIcon SetWaypointEdgeStyle_RotatingIcon();
}
CreateFriendlyHudIcon_Normal()
{
self rebuild_friendly_icon( level.coop_icon_green, "coop_player_location" );
}
CreateFriendlyHudIcon_Downed()
{
self rebuild_friendly_icon( level.coop_icon_downed, "hint_health", true );
}
FriendlyHudIcon_BlinkWhenFire()
{
self endon( "death" );
while ( 1 )
{
self waittill( "weapon_fired" );
other_player = get_other_player( self );
other_player thread FriendlyHudIcon_FlashIcon( level.coop_icon_shoot, "coop_player_location_fire" );
}
}
FriendlyHudIcon_BlinkWhenDamaged()
{
self endon( "death" );
while ( 1 )
{
self waittill( "damage" );
other_player = get_other_player( self );
other_player thread FriendlyHudIcon_FlashIcon( level.coop_icon_damage, "coop_player_location" );
}
}
FriendlyHudIcon_FlashIcon( color, material )
{
if ( isdefined( self.noFriendlyHudIcon ) )
return;
self endon( "death" );
self notify( "flash_color_thread" );
self endon( "flash_color_thread" );
other_player = get_other_player( self );
if ( other_player ent_flag( "coop_downed" ) )
return;
self rebuild_friendly_icon( color, material );
wait .5;
self rebuild_friendly_icon( level.coop_icon_green, "coop_player_location" );
}
player_setup_icon()
{
if ( !flag( "coop_game" ) )
return;
level endon( "coop_game" );
self CreateFriendlyHudIcon_Normal();
self thread FriendlyHudIcon_BlinkWhenFire();
self thread FriendlyHudIcon_BlinkWhenDamaged();
if ( isdefined( self.noFriendlyHudIcon ) )
return;
while ( 1 )
{
flag_wait( "coop_show_constant_icon" );
self.friendlyIcon.alpha = 1;
flag_waitopen( "coop_show_constant_icon" );
self.friendlyIcon.alpha = 0;
}
}
player_coop_create_use_target()
{
level.revive_ent = spawn( "script_model", self.origin + ( 0, 0, 28 ) ); // offset can't be higher than prone height of 30
// level.revive_ent setModel( "defaultvehicle" );
level.revive_ent setModel( "tag_origin" );
level.revive_ent linkTo( self, "tag_origin" );
level.revive_ent makeUsable();
level.revive_ent setHintString( &"SCRIPT_COOP_REVIVE" ); // LANG_ENGLISH Hold ^3[{+usereload}]^7 to revive"
}
player_coop_destroy_use_target()
{
foreach ( player in level.players )
player.reviving_buddy = false;
if ( isdefined( level.revive_ent ) )
level.revive_ent Delete();
}
player_coop_downed()
{
self endon( "death" );
self player_coop_set_down_attributes();
player_coop_check_alldowned();
if ( flag( "coop_alldowned" ) )
self player_coop_kill();
self player_coop_create_use_target();
//put up icon
self thread player_coop_downed_dialogue();
self thread player_coop_downed_hud();
self thread player_coop_downed_icon();
self thread player_coop_enlist_savior();
self add_wait( ::flag_wait, "coop_alldowned" );
self add_wait( ::ent_flag_waitopen, "coop_downed" );
self add_wait( ::waittill_msg, "coop_bled_out" );
do_wait_any();
//take down icon
waittillframeend;
self notify( "end_func_player_coop_downed_icon" );
if ( flag( "coop_alldowned" ) || self ent_flag( "coop_downed" ) )
self player_coop_kill();
self player_coop_set_original_attributes();
}
player_coop_downed_dialogue()
{
self endon( "death" );
self endon( "revived" );
level endon( "special_op_terminated" );
other_player = get_other_player( self );
time = other_player.coop.bleedout_time_default;
//time_fifth = time * 0.2;
initialWait = 1;
wait initialWait;
self notify( "so_downed" );
self delaythread( 0.05, ::player_coop_downed_nag_button );
}
get_coop_downed_hud_color( current_time, total_time, doBlinks )
{
// only one player should see the blinking
if( !IsDefined( doBlinks ) )
{
doBlinks = true;
}
// maybe we have to deliver the blink state?
if( doBlinks && self coop_downed_hud_should_blink() )
{
ASSERT( IsDefined( self.blinkState ) );
if( self.blinkState == 1 )
{
return level.coop_icon_white;
}
}
// if we're not blinking, return the base color
if ( current_time < ( total_time * level.coop_bleedout_stage3_multiplier ) )
{
return level.coop_icon_red;
}
if ( current_time < ( total_time * level.coop_bleedout_stage2_multiplier ) )
{
return level.coop_icon_orange;
}
return level.coop_icon_downed;
}
coop_downed_hud_should_blink()
{
otherplayer = get_other_player( self );
if( otherplayer player_coop_is_reviving() )
{
return false;
}
// have we ever pressed the nag button?
if( IsDefined( self.lastReviveNagButtonPressTime ) )
{
// did we press the button recently?
if( ( GetTime() - self.lastReviveNagButtonPressTime ) < ( level.coop_icon_blinktime * 1000 ) )
{
return true;
}
}
return false;
}
// this toggles the blink state so we don't have to track increment time in the get_coop_downed_hud_color() function
player_downed_hud_toggle_blinkstate()
{
self notify( "player_downed_hud_blinkstate" );
self endon( "player_downed_hud_blinkstate" );
self endon( "death" );
self endon( "revived" );
self.blinkState = 1;
while( 1 )
{
wait( level.coop_icon_blinkcrement );
if( self.blinkState == 1 )
{
self.blinkState = 0;
}
else
{
self.blinkState = 1;
}
}
}
player_coop_downed_nag_button()
{
self endon( "death" );
self endon( "revived" );
level endon( "special_op_terminated" );
self NotifyOnPlayerCommand( "nag", "weapnext" );
while( 1 )
{
if( !self can_show_nag_prompt() )
{
wait( 0.05 );
continue;
}
if( self nag_should_draw_hud() )
{
self thread nag_prompt_show();
self thread nag_prompt_cancel();
}
msg = self waittill_any_timeout( level.coop_revive_nag_hud_refreshtime, "nag", "nag_cancel" );
if( msg == "nag" )
{
self.lastReviveNagButtonPressTime = GetTime();
self thread player_downed_hud_toggle_blinkstate();
self thread maps\_specialops_battlechatter::play_revive_nag();
}
wait( 0.05 );
}
}
nag_should_draw_hud()
{
waitTime = level.coop_revive_nag_hud_refreshtime * 1000;
if( !IsDefined( self.lastReviveNagButtonPressTime ) )
{
return true;
}
else if( GetTime() - self.lastReviveNagButtonPressTime < waitTime )
{
return false;
}
return true;
}
nag_prompt_show()
{
fadeTime = 0.05;
loc = &"SPECIAL_OPS_REVIVE_NAG_HINT";
hud = self get_nag_hud();
hud.alpha = 0;
hud SetText( loc );
hud FadeOverTime( fadeTime );
hud.alpha = 1;
self waittill_disable_nag();
hud FadeOverTime( fadeTime );
hud.alpha = 0;
hud delaycall( ( fadeTime + 0.05 ), ::Destroy );
}
waittill_disable_nag()
{
level endon( "special_op_terminated" );
self waittill_any( "nag", "nag_cancel", "death" );
}
get_nag_hud()
{
hudelem = NewClientHudElem( self );
hudelem.x = 0;
hudelem.y = 50;
hudelem.alignX = "center";
hudelem.alignY = "middle";
hudelem.horzAlign = "center";
hudelem.vertAlign = "middle";
hudelem.fontScale = 1;
hudelem.color = ( 1.0, 1.0, 1.0 );
hudelem.font = "hudsmall";
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
hudelem.glowAlpha = 0;
hudelem.foreground = 1;
hudelem.hidewheninmenu = true;
hudelem.hidewhendead = true;
return hudelem;
}
nag_prompt_cancel()
{
self endon( "nag" );
while( self can_show_nag_prompt() )
{
wait( 0.05 );
}
self notify( "nag_cancel" );
}
can_show_nag_prompt()
{
if ( isdefined( level.hide_nag_prompt ) && level.hide_nag_prompt )
{
return false;
}
otherplayer = get_other_player( self );
if( otherplayer player_coop_is_reviving() )
{
return false;
}
if( !self maps\_specialops_battlechatter::can_say_current_nag_event_type() )
{
return false;
}
return true;
}
player_coop_downed_hud()
{
self endon( "end_func_player_coop_downed_icon" );
self endon( "death" );
self endon( "revived" );
level endon( "special_op_terminated" );
foreach ( player in level.players )
{
player.revive_text = player createClientFontString( "hudsmall", 1.0 );
player.revive_text setPoint( "CENTER", undefined, 0, level.revive_hud_base_offset );
player.revive_text thread maps\_specialops::so_hud_pulse_create();
player.revive_timer = player createClientTimer( "hudsmall", 1.2 );
player.revive_timer setPoint( "CENTER", undefined, 0, level.revive_hud_base_offset + level.revive_bar_base_offset );
player.revive_timer thread maps\_specialops::so_hud_pulse_create();
}
self thread player_coop_downed_hud_destroy();
foreach ( player in level.players )
{
if ( player == self )
player.revive_text settext( &"SCRIPT_COOP_BLEEDING_OUT" );
else
player.revive_text settext( &"SCRIPT_COOP_BLEEDING_OUT_PARTNER" );
player.revive_timer setTimer( self.coop.bleedout_time_default - 1 );
}
self thread player_coop_countdown_timer( self.coop.bleedout_time_default );
time = self.coop.bleedout_time_default;
foreach ( player in level.players )
{
player.revive_text.color = self.revive_text.color;
player.revive_timer.color = self.revive_text.color;
}
// give player a chance to get his timer set
waittillframeend;
while ( time )
{
foreach ( player in level.players )
{
previous_color = player.revive_text.color;
new_color = get_coop_downed_hud_color( self.coop.bleedout_time, self.coop.bleedout_time_default, false );
player.revive_text.color = new_color;
player.revive_timer.color = new_color;
if ( distance( new_color, previous_color ) > 0.001 )
{
if ( distance( new_color, level.coop_icon_red ) <= 0.001 )
{
player.revive_text.pulse_loop = true;
player.revive_timer.pulse_loop = true;
}
player.revive_text thread maps\_specialops::so_hud_pulse_create();
player.revive_timer thread maps\_specialops::so_hud_pulse_create();
}
}
wait 1.0;
time -= 1.0;
}
}
player_coop_downed_hud_destroy()
{
self thread player_coop_downed_hud_destroy_mission_end();
self waittill_any( "end_func_player_coop_downed_icon", "death" );
foreach ( player in level.players )
{
if ( isdefined( player.revive_text ) )
player.revive_text destroy();
if ( isdefined( player.revive_timer ) )
player.revive_timer destroy();
}
}
player_coop_downed_hud_destroy_mission_end()
{
level waittill( "special_op_terminated" );
foreach ( player in level.players )
{
if ( isdefined( player.revive_text ) )
player.revive_text destroy();
if ( isdefined( player.revive_timer ) )
player.revive_timer destroy();
}
if ( isdefined( self.friendlyIcon ) )
self.friendlyIcon Destroy();
other_player = get_other_player( self );
if ( isdefined( other_player.friendlyIcon ) )
other_player.friendlyIcon Destroy();
}
player_coop_countdown_timer( time )
{
self endon( "death" );
self endon( "revived" );
level endon( "special_op_terminated" );
self.coop.bleedout_time = time;
while ( self.coop.bleedout_time > 0 )
{
if ( self ent_flag( "coop_pause_bleedout_timer" ) )
{
foreach ( player in level.players )
player.revive_timer.alpha = 0;
self ent_flag_waitopen( "coop_pause_bleedout_timer" );
//need this check because was setting a time that wasn't greater than 0 which would give an error
if ( self.coop.bleedout_time >= 1 )
{
foreach ( player in level.players )
player.revive_timer settimer( self.coop.bleedout_time - 1 );
}
}
else
{
foreach ( player in level.players )
player.revive_timer.alpha = 1;
}
wait .05;
self.coop.bleedout_time -= .05;
}
self.coop.bleedout_time = 0;
maps\_specialops::so_force_deadquote( "@DEADQUOTE_SO_BLED_OUT", "ui_bled_out" );
thread maps\_specialops::so_dialog_mission_failed_bleedout();
self notify( "coop_bled_out" );
}
player_coop_downed_icon()
{
self endon( "end_func_player_coop_downed_icon" );
self endon( "death" );
self endon( "revived" );
level endon( "special_op_terminated" );
// self thread player_coop_downed_icon_timer();
//give player a chance to get his timer set
waittillframeend;
other_player = get_other_player( self );
other_player CreateFriendlyHudIcon_Downed();
while ( self.coop.bleedout_time > 0 )
{
self ent_flag_waitopen( "coop_pause_bleedout_timer" );
other_player rebuild_friendly_icon( get_coop_downed_hud_color( self.coop.bleedout_time, self.coop.bleedout_time_default ), "hint_health", true );
wait 0.05;
}
}
/*
player_coop_downed_icon_timer()
{
self endon( "end_func_player_coop_downed_icon" );
self endon( "death" );
self endon( "revived" );
level endon( "special_op_terminated" );
//give player a chance to get his timer set
waittillframeend;
other_player = get_other_player( self );
while ( self.coop.bleedout_time > 0 )
{
self ent_flag_waitopen( "coop_pause_bleedout_timer" );
origin = self.origin + ( 0, 0, 80 );
_size = .25 + ( distance( self.origin, other_player.origin ) * .0015 );
if ( self.model != "" )
{
origin = self gettagorigin( "tag_origin" );
offset = vector_multiply( anglestoright( self gettagangles( "tag_origin" ) ), 5 );
origin += offset;
}
string = convert_to_time_string( self.coop.bleedout_time );
color = self get_coop_downed_hud_color( self.coop.bleedout_time, self.coop.bleedout_time_default );
print3d( origin + ( 0, 0, 35 + ( _size * 12 ) ), string, color, .75, _size );
wait .05;
}
}
*/
player_coop_enlist_savior()
{
savior = get_other_player( self );
savior thread player_coop_revive_buddy();
}
player_coop_freeze_players( frozen )
{
assert( isdefined( self ) );
assert( isdefined( frozen ) );
downed_buddy = get_other_player( self );
assert( isdefined( downed_buddy ) );
if ( frozen )
{
self freezecontrols( true );
self disableweapons();
self disableweaponswitch();
downed_buddy freezecontrols( true );
downed_buddy disableweapons();
}
else
{
self freezecontrols( false );
self enableweapons();
self enableweaponswitch();
downed_buddy freezecontrols( false );
if ( !is_player_down_and_out( downed_buddy ) )
downed_buddy enableweapons();
}
}
player_coop_revive_buddy()
{
self endon( "death" );
self endon( "revived" );
level endon( "special_op_terminated" );
downed_buddy = get_other_player( self );
buttonTime = 0;
for ( ;; )
{
level.revive_ent waittill( "trigger", player );
// wait 0.05;
if ( player != self )
continue;
player.reviving_buddy = true;
if ( player_coop_is_reviving() )
{
self player_coop_freeze_players( true );
// reset the other player's death protection if he initiates revive, so you can't infinitely revive each other
level.coop_last_player_downed_time = 0;
// Gives ability to reload by tapping support.
wait 0.1;
if ( !player_coop_is_reviving() )
{
player_coop_revive_buddy_cleanup( downed_buddy );
continue;
}
level.bars = [];
level.bars[ "p1" ] = createClientProgressBar( level.player, level.revive_hud_base_offset + level.revive_bar_base_offset );
level.bars[ "p2" ] = createClientProgressBar( level.player2, level.revive_hud_base_offset + level.revive_bar_base_offset );
foreach ( player in level.players )
{
if ( player == downed_buddy )
player.revive_text settext( &"SCRIPT_COOP_REVIVING" );
else
player.revive_text settext( &"SCRIPT_COOP_REVIVING_PARTNER" );
}
speak_first = randomfloat( 1 ) > 0.33;
if ( speak_first )
self notify( "so_reviving" );
buttonTime = 0;
totalTime = 1.5;
while ( player_coop_is_reviving() )
{
downed_buddy ent_flag_set( "coop_pause_bleedout_timer" );
foreach ( bar in level.bars )
bar updateBar( buttonTime / totalTime );
wait( 0.05 );
buttonTime += 0.05;
if ( buttonTime > totalTime )
{
player_coop_revive_buddy_cleanup( downed_buddy );
//if we get to here - we double tapped
downed_buddy player_coop_revive_self();
if ( !speak_first )
self notify( "so_revived" );
return;
}
}
player_coop_revive_buddy_cleanup( downed_buddy );
}
}
}
player_coop_is_reviving()
{
if ( !self UseButtonPressed() )
{
return false;
}
// Leaving this here, but noting that this causes an SRE, so if we need this sort of logic we'll need to do it a different way.
// Also, level.default_use_radius is an invalid number to use, need to use the current value of dvar player_useradius
/* if ( DistanceSquared( self.origin, level.revive_ent.origin ) > level.default_use_radius * level.default_use_radius )
{
return false;
}*/
return self.reviving_buddy;
}
player_coop_check_mission_ended()
{
level waittill( "special_op_terminated" );
player_coop_destroy_use_target();
revive_hud_cleanup_bars();
}
player_coop_revive_buddy_cleanup( downed_buddy )
{
level notify( "revive_bars_killed" );
revive_hud_cleanup_bars();
foreach ( player in level.players )
{
if ( player == downed_buddy )
player.revive_text settext( &"SCRIPT_COOP_BLEEDING_OUT" );
else
player.revive_text settext( &"SCRIPT_COOP_BLEEDING_OUT_PARTNER" );
}
if ( isdefined( downed_buddy ) && isalive( downed_buddy ) )
{
downed_buddy ent_flag_clear( "coop_pause_bleedout_timer" );
}
if ( isdefined( self ) && isalive( self ) )
{
self.reviving_buddy = false;
self player_coop_freeze_players( false );
}
}
revive_hud_cleanup_bars()
{
if ( isdefined( level.bars ) )
{
foreach ( bar in level.bars )
{
if ( isdefined( bar ) )
{
bar notify( "destroying" );
bar destroyElem();
}
}
level.bars = undefined;
}
}
player_coop_revive_self()
{
self ent_flag_clear( "coop_downed" );
self notify( "revived" );
player_coop_destroy_use_target();
self thread player_dying_effect_remove();
// so other player loses health bonus from being only mobile guy
thread maps\_gameskill::resetSkill();
}
player_coop_proc_ended()
{
self endon( "death" );
flag_waitopen( "coop_revive" );
self ent_flag_clear( "coop_proc_running" );
self EnableDeathShield( false );
}
player_coop_set_down_attributes()
{
self endon( "death" );
// Use radius increased when someone is down... more like MP distance
level.default_use_radius = getdvarint( "player_useradius" );
setsaveddvar( "player_useradius", 128 );
self.coop_downed = true;
self.ignoreRandomBulletDamage = true;
self EnableInvulnerability();
self ent_flag_set( "coop_downed" );
self.health = 2;
self.maxhealth = self.original_maxhealth;
self.ignoreme = true;
self DisableUsability();
self DisableWeaponSwitch();
self disableoffhandweapons();
self DisableWeapons();
self thread player_coop_kill_by_vehicle();
self thread player_coop_set_down_part1();
}
player_coop_kill_by_vehicle()
{
self endon( "revived" );
self endon( "death" );
level endon( "special_op_terminated" );
if ( flag( "special_op_terminated" ) )
{
return;
}
if ( !IsAlive( self ) )
{
return;
}
while ( 1 )
{
vehicles = Vehicle_GetArray();
foreach ( vehicle in vehicles )
{
speed = vehicle Vehicle_GetSpeed();
if ( abs( speed ) == 0 )
{
continue;
}
if ( self IsTouching( vehicle ) )
{
vehicle maps\_specialops::so_crush_player( self, "MOD_CRUSH" );
return;
}
}
wait( 0.05 );
}
}
player_coop_set_original_attributes()
{
// Use radius decreased to default when someone is revived.
setsaveddvar( "player_useradius", level.default_use_radius );
level.default_use_radius = undefined;
self.ignoreRandomBulletDamage = false;
self ent_flag_clear( "coop_downed" );
self.down_part2_proc_ran = undefined;
// This is done like this because when a guy goes down, he forces the *other*
// person to turn on the health icon. Since only one guy can be down at a time,
// we can trust that we only need to reset on the other player.
// self CreateFriendlyHudIcon_Normal();
other_player = get_other_player( self );
other_player delaythread( 0.1, ::CreateFriendlyHudIcon_Normal );
self player_coop_getup();
self.health = self.maxhealth;
self.ignoreme = false;
self setstance( "stand" );
self EnableUsability();
self enableoffhandweapons();
self EnableWeaponSwitch();
// Don't enable weapons when placing a sentry.
if ( !isdefined( self.placingSentry ) )
{
self EnableWeapons();
}
self.coop_downed = undefined;
wait 1.0;
self DisableInvulnerability();
}
// Could possibly be a useful utility function, but only useful here right now.
check_for_pistol()
{
AssertEx( IsPlayer( self ), "check_for_pistol() was called on a non-player." );
weapon_list = self GetWeaponsListPrimaries();
foreach ( weapon in weapon_list )
{
// Need to account for Akimbo weapons?
if ( WeaponClass( weapon ) == "pistol" )
return weapon;
}
return undefined;
}
remove_pistol_if_extra()
{
AssertEx( IsPlayer( self ), "remove_pistol_if_extra() was called on a non-player." );
if ( isdefined( self.forced_pistol ) )
{
self takeweapon( self.forced_pistol );
self.forced_pistol = undefined;
}
if ( player_can_restore_weapon( self.preincap_weapon ) )
{
self SwitchToWeapon( self.preincap_weapon );
}
else
{
primary_weapons = self GetWeaponsListPrimaries();
assert( primary_weapons.size > 0 );
self SwitchToWeapon( primary_weapons[0] );
}
self.preincap_weapon = undefined;
}
player_can_restore_weapon( weapon )
{
if ( !isdefined( weapon ) )
return false;
if ( weapon == "none" )
return false;
if ( !self HasWeapon( weapon ) )
return false;
return true;
}
player_coop_force_switch_to_pistol()
{
self.preincap_weapon = self GetCurrentWeapon();
weapon_pistol = self check_for_pistol();
if ( !isdefined( weapon_pistol ) )
{
weapon_pistol = "Beretta";
if ( isdefined( level.coop_incap_weapon ) )
weapon_pistol = level.coop_incap_weapon;
self.forced_pistol = weapon_pistol;
self giveWeapon( weapon_pistol );
}
self SwitchToWeapon( weapon_pistol );
// Don't enable weapons when placing a sentry.
if ( !isdefined( self.placingSentry ) )
{
self EnableWeapons();
}
}
player_coop_set_down_part1()
{
self endon( "revived" );
self.laststand = true;
wait .3;
self player_coop_force_switch_to_pistol();
wait .25;
self DisableInvulnerability();
self thread player_coop_down_draw_attention();
self waittill( "damage" );
self thread player_coop_set_down_part2();
}
player_coop_set_down_part2()
{
self.down_part2_proc_ran = true;
self disableweapons();
self thread player_dying_effect();
self.ignoreme = true;
self.ignoreRandomBulletDamage = true;
self EnableInvulnerability();
}
player_dying_effect()
{
self endon( "death" );
self endon( "revived" );
//allow this thread to only be run once
if ( !ent_flag_exist( "coop_dying_effect" ) )
ent_flag_init( "coop_dying_effect" );
else if ( ent_flag( "coop_dying_effect" ) )
return;
ent_flag_set( "coop_dying_effect" );
for ( ;; )
{
self shellshock( "default", 60 );
wait ( 60 );
}
}
player_dying_effect_remove()
{
if ( ent_flag_exist( "coop_dying_effect" ) )
ent_flag_clear( "coop_dying_effect" );
self stopShellShock();
}
player_coop_down_draw_attention()
{
self endon( "death" );
self endon( "revived" );
self endon( "damage" );
notifyoncommand( "draw_attention", "+attack" );
self waittill_notify_or_timeout( "draw_attention", 4 );
self.ignoreme = false;
self.ignoreRandomBulletDamage = false;
}
player_coop_getup()
{
self endon( "death" );
self disableweapons();
self remove_pistol_if_extra ();
self.laststand = false;
self.achieve_downed_kills = undefined;
wait .3;
//self player_recallweapons();
}
player_coop_kill()
{
self ent_flag_set( "coop_is_dead" );
self thread player_dying_effect_remove();
if ( flag( "coop_fail_when_all_dead" ) )
flag_wait( "coop_alldowned" );
self EnableDeathShield( false );
self DisableInvulnerability();
self EnableHealthShield( false );
self.laststand = false;
self.achieve_downed_kills = undefined;
waittillframeend;
self kill();
}
player_coop_check_alldowned()
{
foreach ( player in level.players )
{
downed = player ent_flag( "coop_downed" );
if ( !downed )
return;
}
flag_set( "coop_alldowned" );
}