317 lines
7.7 KiB
Plaintext
317 lines
7.7 KiB
Plaintext
#include common_scripts\utility;
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#include maps\mp\_utility;
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init()
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{
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precacheItem( "nuke_mp" );
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precacheLocationSelector( "map_nuke_selector" );
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precacheString( &"MP_TACTICAL_NUKE_CALLED" );
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precacheString( &"MP_FRIENDLY_TACTICAL_NUKE" );
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precacheString( &"MP_TACTICAL_NUKE" );
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level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
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level._effect[ "nuke_flash" ] = loadfx( "explosions/player_death_nuke_flash" );
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level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
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game["strings"]["nuclear_strike"] = &"MP_TACTICAL_NUKE";
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level.killstreakFuncs["nuke"] = ::tryUseNuke;
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setDvarIfUninitialized( "scr_nukeTimer", 10 );
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setDvarIfUninitialized( "scr_nukeCancelMode", 0 );
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level.nukeTimer = getDvarInt( "scr_nukeTimer" );
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level.cancelMode = getDvarInt( "scr_nukeCancelMode" );
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/#
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setDevDvarIfUninitialized( "scr_nukeDistance", 5000 );
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setDevDvarIfUninitialized( "scr_nukeEndsGame", true );
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setDevDvarIfUninitialized( "scr_nukeDebugPosition", false );
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#/
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}
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tryUseNuke( lifeId, allowCancel )
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{
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if( isDefined( level.nukeIncoming ) )
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{
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self iPrintLnBold( &"MP_NUKE_ALREADY_INBOUND" );
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return false;
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}
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if ( self isUsingRemote() && ( !isDefined( level.gtnw ) || !level.gtnw ) )
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return false;
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if ( !isDefined( allowCancel ) )
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allowCancel = true;
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self thread doNuke( allowCancel );
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self notify( "used_nuke" );
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return true;
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}
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delaythread_nuke( delay, func )
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{
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level endon ( "nuke_cancelled" );
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wait ( delay );
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thread [[ func ]]();
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}
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doNuke( allowCancel )
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{
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level endon ( "nuke_cancelled" );
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level.nukeInfo = spawnStruct();
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level.nukeInfo.player = self;
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level.nukeInfo.team = self.pers["team"];
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level.nukeIncoming = true;
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maps\mp\gametypes\_gamelogic::pauseTimer();
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level.timeLimitOverride = true;
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setGameEndTime( int( gettime() + (level.nukeTimer * 1000) ) );
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setDvar( "ui_bomb_timer", 4 ); // Nuke sets '4' to avoid briefcase icon showing
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if ( level.teambased )
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{
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thread teamPlayerCardSplash( "used_nuke", self, self.team );
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/*
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players = level.players;
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foreach( player in level.players )
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{
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playerteam = player.pers["team"];
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if ( isdefined( playerteam ) )
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{
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if ( playerteam == self.pers["team"] )
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player iprintln( &"MP_TACTICAL_NUKE_CALLED", self );
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}
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}
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*/
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}
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else
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{
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if ( !level.hardcoreMode )
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self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
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}
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level thread delaythread_nuke( (level.nukeTimer - 3.3), ::nukeSoundIncoming );
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level thread delaythread_nuke( level.nukeTimer, ::nukeSoundExplosion );
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level thread delaythread_nuke( level.nukeTimer, ::nukeSlowMo );
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level thread delaythread_nuke( level.nukeTimer, ::nukeEffects );
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level thread delaythread_nuke( (level.nukeTimer + 0.25), ::nukeVision );
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level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeDeath );
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level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeEarthquake );
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level thread nukeAftermathEffect();
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if ( level.cancelMode && allowCancel )
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level thread cancelNukeOnDeath( self );
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// leaks if lots of nukes are called due to endon above.
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clockObject = spawn( "script_origin", (0,0,0) );
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clockObject hide();
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while ( !isDefined( level.nukeDetonated ) )
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{
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clockObject playSound( "ui_mp_nukebomb_timer" );
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wait( 1.0 );
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}
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}
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cancelNukeOnDeath( player )
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{
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player waittill_any( "death", "disconnect" );
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if ( isDefined( player ) && level.cancelMode == 2 )
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player thread maps\mp\killstreaks\_emp::EMP_Use( 0, 0 );
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maps\mp\gametypes\_gamelogic::resumeTimer();
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level.timeLimitOverride = false;
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setDvar( "ui_bomb_timer", 0 ); // Nuke sets '4' to avoid briefcase icon showing
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level notify ( "nuke_cancelled" );
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}
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nukeSoundIncoming()
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{
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level endon ( "nuke_cancelled" );
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foreach( player in level.players )
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player playlocalsound( "nuke_incoming" );
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}
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nukeSoundExplosion()
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{
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level endon ( "nuke_cancelled" );
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foreach( player in level.players )
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{
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player playlocalsound( "nuke_explosion" );
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player playlocalsound( "nuke_wave" );
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}
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}
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nukeEffects()
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{
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level endon ( "nuke_cancelled" );
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setDvar( "ui_bomb_timer", 0 );
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setGameEndTime( 0 );
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level.nukeDetonated = true;
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level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player );
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foreach( player in level.players )
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{
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playerForward = anglestoforward( player.angles );
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playerForward = ( playerForward[0], playerForward[1], 0 );
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playerForward = VectorNormalize( playerForward );
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nukeDistance = 5000;
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/# nukeDistance = getDvarInt( "scr_nukeDistance" ); #/
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nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
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nukeEnt setModel( "tag_origin" );
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nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
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/#
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if ( getDvarInt( "scr_nukeDebugPosition" ) )
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{
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lineTop = ( nukeEnt.origin[0], nukeEnt.origin[1], (nukeEnt.origin[2] + 500) );
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thread draw_line_for_time( nukeEnt.origin, lineTop, 1, 0, 0, 10 );
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}
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#/
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nukeEnt thread nukeEffect( player );
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player.nuked = true;
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}
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}
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nukeEffect( player )
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{
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level endon ( "nuke_cancelled" );
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player endon( "disconnect" );
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waitframe();
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PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
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}
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nukeAftermathEffect()
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{
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level endon ( "nuke_cancelled" );
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level waittill ( "spawning_intermission" );
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afermathEnt = getEntArray( "mp_global_intermission", "classname" );
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afermathEnt = afermathEnt[0];
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up = anglestoup( afermathEnt.angles );
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right = anglestoright( afermathEnt.angles );
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PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
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}
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nukeSlowMo()
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{
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level endon ( "nuke_cancelled" );
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//SetSlowMotion( <startTimescale>, <endTimescale>, <deltaTime> )
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setSlowMotion( 1.0, 0.25, 0.5 );
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level waittill( "nuke_death" );
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setSlowMotion( 0.25, 1, 2.0 );
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}
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nukeVision()
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{
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level endon ( "nuke_cancelled" );
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level.nukeVisionInProgress = true;
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visionSetNaked( "mpnuke", 3 );
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level waittill( "nuke_death" );
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visionSetNaked( "mpnuke_aftermath", 5 );
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wait 5;
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level.nukeVisionInProgress = undefined;
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}
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nukeDeath()
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{
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level endon ( "nuke_cancelled" );
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level notify( "nuke_death" );
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maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
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AmbientStop(1);
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foreach( player in level.players )
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{
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if ( isAlive( player ) )
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player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( level.nukeInfo.player, level.nukeInfo.player, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
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}
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level.postRoundTime = 10;
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nukeEndsGame = true;
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if ( level.teamBased )
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thread maps\mp\gametypes\_gamelogic::endGame( level.nukeInfo.team, game["strings"]["nuclear_strike"], true );
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else
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{
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if ( isDefined( level.nukeInfo.player ) )
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thread maps\mp\gametypes\_gamelogic::endGame( level.nukeInfo.player, game["strings"]["nuclear_strike"], true );
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else
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thread maps\mp\gametypes\_gamelogic::endGame( level.nukeInfo, game["strings"]["nuclear_strike"], true );
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}
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}
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nukeEarthquake()
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{
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level endon ( "nuke_cancelled" );
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level waittill( "nuke_death" );
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// TODO: need to get a different position to call this on
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//earthquake( 0.6, 10, nukepos, 100000 );
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//foreach( player in level.players )
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//player PlayRumbleOnEntity( "damage_heavy" );
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}
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waitForNukeCancel()
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{
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self waittill( "cancel_location" );
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self setblurforplayer( 0, 0.3 );
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}
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endSelectionOn( waitfor )
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{
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self endon( "stop_location_selection" );
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self waittill( waitfor );
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self thread stopNukeLocationSelection( (waitfor == "disconnect") );
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}
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endSelectionOnGameEnd()
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{
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self endon( "stop_location_selection" );
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level waittill( "game_ended" );
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self thread stopNukeLocationSelection( false );
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}
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stopNukeLocationSelection( disconnected )
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{
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if ( !disconnected )
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{
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self setblurforplayer( 0, 0.3 );
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self endLocationSelection();
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self.selectingLocation = undefined;
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}
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self notify( "stop_location_selection" );
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}
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