IW4-Dump-Files/maps/_javelin.gsc

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#include maps\_utility;
#include common_scripts\utility;
PlayerJavelinAds()
{
//self --> the player
if ( self playerads() < 1.0 )
return false;
weap = self getCurrentWeapon();
if ( !IsSubStr( weap, "javelin" ) )
return false;
return true;
}
InsideJavelinReticleNoLock( target )
{
//self --> the player
//TODO: sighttrace
return target_isinrect( target, self, 25, 60, 30 );
}
InsideJavelinReticleLocked( target )
{
//self --> the player
//TODO: sighttrace
return target_isinrect( target, self, 25, 90, 45 );
}
ClearCLUTarget()
{
//self --> the player
self notify( "javelin_clu_cleartarget" );
self notify( "stop_lockon_sound" );
level.javelinLockStartTime = 0;
level.javelinLockStarted = false;
level.javelinLockFinalized = false;
level.javelinTarget = undefined;
self WeaponLockFree();
self WeaponLockTargetTooClose( false );
self WeaponLockNoClearance( false );
self StopLocalSound( "javelin_clu_lock" );
self StopLocalSound( "javelin_clu_aquiring_lock" );
}
GetBestJavelinTarget()
{
//self --> the player
targetsAll = target_getArray();
targetsValid = [];
for ( idx = 0; idx < targetsAll.size; idx++ )
{
if ( self InsideJavelinReticleNoLock( targetsAll[ idx ] ) )
targetsValid[ targetsValid.size ] = targetsAll[ idx ];
target_setOffscreenShader( targetsAll[ idx ], "javelin_hud_target_offscreen" );
}
if ( targetsValid.size == 0 )
return undefined;
chosenEnt = targetsValid[ 0 ];
if ( targetsValid.size > 1 )
{
//TODO: find the closest
}
return chosenEnt;
}
IsStillValidTarget( ent )
{
//self --> the player
if ( ! isDefined( ent ) )
return false;
if ( ! target_isTarget( ent ) )
return false;
if ( ! self InsideJavelinReticleLocked( ent ) )
return false;
return true;
}
SetTargetTooClose( ent )
{
//self --> the player
MINIMUM_JAV_DISTANCE = 1000;
if ( ! isDefined( ent ) )
return false;
dist = Distance2D( self.origin, ent.origin );
//PrintLn( "Jav Distance: ", dist );
if ( dist < MINIMUM_JAV_DISTANCE )
self WeaponLockTargetTooClose( true );
else
self WeaponLockTargetTooClose( false );
}
SetNoClearance()
{
//self --> the player
ORIGINOFFSET_UP = 60;
ORIGINOFFSET_RIGHT = 10;
DISTANCE = 400;
COLOR_PASSED = ( 0, 1, 0 );
COLOR_FAILED = ( 1, 0, 0 );
checks = [];
checks[ 0 ] = ( 0, 0, 80 );
checks[ 1 ] = ( -40, 0, 120 );
checks[ 2 ] = ( 40, 0, 120 );
checks[ 3 ] = ( -40, 0, 40 );
checks[ 4 ] = ( 40, 0, 40 );
if ( GetDVar( "missileDebugDraw" ) == "1" )
debug = true;
else
debug = false;
playerAngles = self GetPlayerAngles();
forward = AnglesToForward( playerAngles );
right = AnglesToRight( playerAngles );
up = AnglesToUp( playerAngles );
origin = self.origin + ( 0, 0, ORIGINOFFSET_UP ) + right * ORIGINOFFSET_RIGHT;
obstructed = false;
for ( idx = 0; idx < checks.size; idx++ )
{
endpoint = origin + forward * DISTANCE + up * checks[ idx ][ 2 ] + right * checks[ idx ][ 0 ];
trace = BulletTrace( origin, endpoint, false, undefined );
if ( trace[ "fraction" ] < 1 )
{
obstructed = true;
if ( debug )
line( origin, trace[ "position" ], COLOR_FAILED, 1 );
else
break;
}
else
{
if ( debug )
line( origin, trace[ "position" ], COLOR_PASSED, 1 );
}
}
self WeaponLockNoClearance( obstructed );
}
JavelinCLULoop()
{
//self --> the player
self endon( "death" );
self endon( "javelin_clu_off" );
LOCK_LENGTH = 2000;
for ( ;; )
{
wait 0.05;
//-------------------------
// Four possible states:
// No missile in the tube, so CLU will not search for targets.
// CLU has a lock.
// CLU is locking on to a target.
// CLU is searching for a target to begin locking on to.
//-------------------------
clipAmmo = self GetCurrentWeaponClipAmmo();
if ( !clipAmmo )
{
self ClearCLUTarget();
continue;
}
if ( level.javelinLockFinalized )
{
if ( ! self IsStillValidTarget( level.javelinTarget ) )
{
self ClearCLUTarget();
continue;
}
self SetTargetTooClose( level.javelinTarget );
self SetNoClearance();
//print3D( level.javelinTarget.origin, "* LOCKED!", (.2, 1, .3), 1, 5 );
continue;
}
if ( level.javelinLockStarted )
{
if ( ! self IsStillValidTarget( level.javelinTarget ) )
{
self ClearCLUTarget();
continue;
}
//print3D( level.javelinTarget.origin, "* locking...!", (.2, 1, .3), 1, 5 );
timePassed = getTime() - level.javelinLockStartTime;
if ( timePassed < LOCK_LENGTH )
continue;
assert( isdefined( level.javelinTarget ) );
self notify( "stop_lockon_sound" );
level.javelinLockFinalized = true;
self WeaponLockFinalize( level.javelinTarget );
self PlayLocalSound( "javelin_clu_lock" );
self SetTargetTooClose( level.javelinTarget );
self SetNoClearance();
continue;
}
bestTarget = self GetBestJavelinTarget();
if ( !isDefined( bestTarget ) )
continue;
level.javelinTarget = bestTarget;
level.javelinLockStartTime = getTime();
level.javelinLockStarted = true;
self WeaponLockStart( bestTarget );
self thread LoopLocalSeekSound( "javelin_clu_aquiring_lock", 0.6 );
}
}
JavelinToggleLoop()
{
//self --> the player
self endon( "death" );
for ( ;; )
{
while ( ! self PlayerJavelinAds() )
wait 0.05;
self thread JavelinCLULoop();
while ( self PlayerJavelinAds() )
wait 0.05;
self notify( "javelin_clu_off" );
self ClearCLUTarget();
}
}
TraceConstantTest()
{
for ( ;; )
{
wait 0.05;
SetNoClearance();
}
}
init()
{
precacheShader( "javelin_hud_target_offscreen" );
array_thread( level.players, :: ClearCLUTarget );
SetSavedDvar( "vehHudTargetSize", 50 );
SetSavedDvar( "vehHudTargetScreenEdgeClampBufferLeft", 120 );
SetSavedDvar( "vehHudTargetScreenEdgeClampBufferRight", 126 );
SetSavedDvar( "vehHudTargetScreenEdgeClampBufferTop", 139 );
SetSavedDvar( "vehHudTargetScreenEdgeClampBufferBottom", 134 );
array_thread( level.players, ::JavelinToggleLoop );
//array_thread( level.players,::JavelinFiredNotify );
//thread TraceConstantTest();
}
/*
JavelinFiredNotify()
{
assert( self.classname == "player" );
while ( true )
{
self waittill( "weapon_fired" );
weap = self getCurrentWeapon();
IPrintLn( weap );
if ( weap != "javelin" )
continue;
}
}
*/
LoopLocalSeekSound( alias, interval )
{
//self --> the player
self endon( "stop_lockon_sound" );
for ( ;; )
{
self PlayLocalSound( alias );
wait interval;
}
}