IW4-Dump-Files/maps/mp/killstreaks/_autosentry.gsc

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#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" );
}
}