IW4-Dump-Files/maps/_ambient.gsc

1111 lines
26 KiB
Plaintext

#include maps\_utility;
#include maps\_equalizer;
#include common_scripts\utility;
/* Example map_amb.gsc file:
main()
{
// Set the underlying ambient track
level.ambient_track [ "exterior" ] = "ambient_test";
thread maps\_utility::set_ambient( "exterior" );
// Set the eq filter for the ambient channels
// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -
// define a filter and give it a name
// or use one of the presets( see _equalizer.gsc )
// arguments are: name, band, type, freq, gain, q
// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -
// maps\_equalizer::defineFilter( "test", 0, "lowshelf", 3000, 6, 2 );
// maps\_equalizer::defineFilter( "test", 1, "highshelf", 3000, -12, 2 );
// maps\_equalizer::defineFilter( "test", 2, "bell", 1500, 6, 3 );
// attach the filter to a region and channel
// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
add_channel_to_filter( track, channel )
ambientDelay( "exterior", 1.3, 3.4 );// Trackname, min and max delay between ambient events
ambientEvent( "exterior", "burnville_foley_13b", 0.3 );
ambientEvent( "exterior", "boat_sink", 0.6 );
ambientEvent( "exterior", "bullet_large_canvas", 0.3 );
ambientEvent( "exterior", "explo_boat", 1.3 );
ambientEvent( "exterior", "Stuka_hit", 0.1 );
ambientEventStart( "exterior" );
}
*/
init()
{
level.ambient_zones = [];
// this function can be overwritten to do custom stuff when an ambience trigger is hit
if ( !isdefined( level.global_ambience_blend_func ) )
level.global_ambience_blend_func = ::empty_amb;
add_zone( "ac130" );
add_zone( "alley" );
add_zone( "bunker" );
add_zone( "city" );
add_zone( "container" );
add_zone( "exterior" );
add_zone( "exterior1" );
add_zone( "exterior2" );
add_zone( "exterior3" );
add_zone( "exterior4" );
add_zone( "exterior5" );
add_zone( "forrest" );
add_zone( "hangar" );
add_zone( "interior" );
add_zone( "interior_metal" );
add_zone( "interior_stone" );
add_zone( "interior_vehicle" );
add_zone( "interior_wood" );
add_zone( "mountains" );
add_zone( "pipe" );
add_zone( "shanty" );
add_zone( "snow_base" );
add_zone( "snow_cliff" );
add_zone( "tunnel" );
add_zone( "underpass" );
/#
create_ambience_hud();
#/
if ( !isdefined( level.ambientEventEnt ) )
level.ambientEventEnt = [];
if ( !isDefined( level.ambient_reverb ) )
level.ambient_reverb = [];
if ( !isDefined( level.ambient_eq ) )
level.ambient_eq = [];
if ( !isDefined( level.fxfireloopmod ) )
level.fxfireloopmod = 1;
level.reverb_track = "";
level.eq_main_track = 0;
level.eq_mix_track = 1;
level.eq_track[ level.eq_main_track ] = "";
level.eq_track[ level.eq_mix_track ] = "";
// used to change the meaning of interior / exterior / rain ambience midlevel.
level.ambient_modifier[ "interior" ] = "";
level.ambient_modifier[ "exterior" ] = "";
level.ambient_modifier[ "rain" ] = "";
// loads any predefined filters in _equalizer.gsc
loadPresets();
thread hud_hide_with_cg_draw_hud();
}
empty_amb( p, i, o )
{
}
// starts this ambient track
activateAmbient( ambient )
{
thread set_ambience_single( ambient );
}
ambientVolume()
{
for ( ;; )
{
self waittill( "trigger" );
activateAmbient( "interior" );
while ( level.player isTouching( self ) )
wait 0.1;
activateAmbient( "exterior" );
}
}
/*
=============
///ScriptDocBegin
"Name: create_ambient_event( <track> , <min_time> , <max_time> )"
"Summary: Create an ambient event system. It plays random ambient sounds."
"Module: Ambient"
"MandatoryArg: <track>: What to name it"
"MandatoryArg: <min_time>: The minimum time between sounds"
"MandatoryArg: <track>: The max time between sounds"
"Example: event = create_ambient_event( "dcburning_bunker1", 5.0, 15.0 );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
create_ambient_event( track, min_time, max_time )
{
assertex( isdefined( level.eq_defs ), "_load must run before loading the _amb file for a map." );
assertex( !isdefined( level.ambientEventEnt[ track ] ), "Already created ambient event " + track );
assertEX( max_time > min_time, "Ambient max must be greater than min for track " + track );
event = spawnstruct();
event.min = min_time;
event.range = max_time - min_time;
event.event_alias = [];
event.event_alias_no_block = [];
event.track = track;
level.ambientEventEnt[ track ] = event;
/#
event thread assert_event_has_aliases();
#/
return event;
}
assert_event_has_aliases()
{
waittillframeend;
assertex( self.event_alias.size > 0 || self.event_alias_no_block.size > 0, "Added ambient event system " + self.track + " with no aliases." );
}
/*
=============
///ScriptDocBegin
"Name: add_to_ambient_event( <name> , <weight> )"
"Summary: Add a sound alias to an ambient event system."
"Module: Ambient"
"CallOn: An ambient event system (spawnstruct)"
"MandatoryArg: <name>: The sound alias"
"MandatoryArg: <weight>: How often to play relative to other aliases in the system"
"Example: event add_to_ambient_event( "elm_quake_sub_rumble", 1.0 );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
add_to_ambient_event( name, weight )
{
assertex( !isdefined( self.event_alias[ name ] ), "Cant change an ambient event weight for an alias (track " + self.track + ", alias " + name + ")" );
self.event_alias[ name ] = weight;
}
/*
=============
///ScriptDocBegin
"Name: add_to_ambient_event_no_block( <name> , <weight> )"
"Summary: Add a sound alias to an ambient event system. This sound will not block other ambiences from playing after it."
"Module: Ambient"
"CallOn: An ambient event system (spawnstruct)"
"MandatoryArg: <name>: The sound alias"
"MandatoryArg: <weight>: How often to play relative to other aliases in the system"
"Example: event add_to_ambient_event( "elm_quake_sub_rumble", 1.0 );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
add_to_ambient_event_no_block( name, weight )
{
assertex( !isdefined( self.event_alias_no_block[ name ] ), "Cant change an ambient event weight for an alias (track " + self.track + ", alias " + name + ")" );
self.event_alias_no_block[ name ] = weight;
}
/*
=============
///ScriptDocBegin
"Name: map_to_reverb_eq( <eqReverb> )"
"Summary: Map an ambient event system to reverb or eq tracks. So when the ambient event is activated, appropriate reverb and eq get activated too."
"Module: Ambient"
"CallOn: An ambient event system (spawnstruct)"
"MandatoryArg: <eqReverb>: The eq/reverb type to map to. For example exterior, bunker, alley, etc."
"Example: event map_to_reverb_eq( "bunker" );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
map_to_reverb_eq( eqReverb )
{
// assertex( !isdefined( self.remap ), "Tried to remap reverb/eq mapping " + self.track );
// self.remap = eqReverb;
// copy the reverb/eq settings over the specified settings
level.eq_defs[ self.track ] = level.eq_defs[ eqReverb ];
level.ambient_eq[ self.track ] = level.ambient_eq[ eqReverb ];
level.ambient_reverb[ self.track ] = level.ambient_reverb[ eqReverb ];
}
ambientDelay( track, min, max )
{
create_ambient_event( track, min, max );
}
ambientEvent( track, name, weight )
{
assertEX( isdefined( level.ambientEventEnt ), "ambientDelay has not been run" );
assertEX( isdefined( level.ambientEventEnt[ track ] ), "ambientDelay has not been run" );
level.ambientEventEnt[ track ] add_to_ambient_event( name, weight );
}
ambientEvent_no_block( track, name, weight )
{
assertEX( isdefined( level.ambientEventEnt ), "ambientDelay has not been run" );
assertEX( isdefined( level.ambientEventEnt[ track ] ), "ambientDelay has not been run" );
level.ambientEventEnt[ track ] add_to_ambient_event_no_block( name, weight );
}
getRemap( track )
{
// if ( isdefined( self.remap ) )
// return self.remap;
if ( track == "exterior" && isdefined( level.remap_exterior ) )
return level.remap_exterior;
return track;
}
deactivate_reverb()
{
level.reverb_track = "";
level.player deactivatereverb( "snd_enveffectsprio_level", 2 );
clear_hud( "reverb" );
}
ambientReverb( track )
{
level notify( "reverb_overwrite" );
level endon( "reverb_overwrite" );
// first check if this track is remapped to a specific reverb
track = getRemap( track );
reverb = level.ambient_reverb[ track ];
if ( !isdefined( reverb ) )
{
deactivate_reverb();
return;
}
if ( level.reverb_track == track )
{
// already doing this one
return;
}
level.reverb_track = track;
use_reverb_settings( track );
}
use_reverb_settings( track )
{
// red flashing overwrites reverb
if ( level.player ent_flag( "player_has_red_flashing_overlay" ) )
return;
reverb = level.ambient_reverb[ track ];
level.player setReverb( reverb[ "priority" ], reverb[ "roomtype" ], reverb[ "drylevel" ], reverb[ "wetlevel" ], reverb[ "fadetime" ] );
/#
set_hud_track( "reverb", track );
#/
}
/*
=============
///ScriptDocBegin
"Name: map_exterior_to_reverb_eq( <reverb_eq> )"
"Summary: Reverb and EQ will use this setting when "exterior" ambience is triggered."
"Module: Ambient"
"MandatoryArg: <reverb_eq>: The reverb/eq that exterior gets mapped to."
"Example: map_exterior_to_reverb_eq( "snow_base" );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
map_exterior_to_reverb_eq( reverb_eq )
{
level.remap_exterior = reverb_eq;
}
ambientMapTo( track, eqReverb )
{
assertEX( isdefined( level.ambientEventEnt ), "ambientDelay has not been run" );
assertEX( isdefined( level.ambientEventEnt[ track ] ), "ambientDelay has not been run" );
level.ambientEventEnt[ track ] map_to_reverb_eq( eqReverb );
}
setup_new_eq_settings( track, eqIndex )
{
// this track may be a remapped from an ambient event track.
track = getRemap( track );
if ( !isdefined( track ) || !isdefined( level.ambient_eq[ track ] ) )
{
deactivate_index( eqIndex );
return false;
}
if ( level.eq_track[ eqIndex ] == track )
{
// already doing this one
return false;
}
level.eq_track[ eqIndex ] = track;
use_eq_settings( track, eqIndex );
return true;
}
/*
=============
///ScriptDocBegin
"Name: blend_to_eq_track( <eqIndex> , <time> )"
"Summary: Blends from one EQ track to another. NOTE that when you play this command, it will blend from zero to 100% on the track you select. If you were already on this track, this may sound weird."
"Module: Ambience"
"MandatoryArg: <eqIndex>: Which of the two EQ tracks to blend to, main or mix (level.eq_main_track, level.eq_mix_track)"
"OptionalArg: <time>: How much time to blend over."
"Example: thread maps\_ambient::blend_to_eq_track( level.eq_mix_track, 2 );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
blend_to_eq_track( eqIndex, time )
{
interval = .05;
count = time / interval;
fraction = 1 / count;
for ( i = 0; i <= 1; i += fraction )
{
level.player SetEqLerp( i, eqIndex );
wait( interval );
}
level.player SetEqLerp( 1, eqIndex );
}
/*
=============
///ScriptDocBegin
"Name: use_eq_settings( <track> , <eqIndex> )"
"Summary: Enable EQ track settings on one of the two EQ channels."
"Module: Ambience"
"MandatoryArg: <track>: The EQ tracks ettings from _equilizer.gsc"
"MandatoryArg: <eqIndex>: You must select either the main track or the mix track, preferably using level.eq_main_track or level.eq_mix_track. See ::blend_to_eq_track."
"Example: thread maps\_ambient::use_eq_settings( "gulag_cavein", level.eq_mix_track );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
use_eq_settings( track, eqIndex )
{
// red flashing overwrites eq
if ( level.player ent_flag( "player_has_red_flashing_overlay" ) )
return;
foreach ( channel, _ in level.ambient_eq[ track ] )
{
filter = getFilter( track );
if ( !isdefined( filter ) )
continue;
if ( isdefined( filter[ "type" ][ 0 ] ) && isdefined( filter[ "type" ][ 1 ] ) && isdefined( filter[ "type" ][ 2 ] ) )
{
level.player seteqbands( channel, eqIndex, filter[ "type" ][ 0 ], filter[ "gain" ][ 0 ], filter[ "freq" ][ 0 ], filter[ "q" ][ 0 ], filter[ "type" ][ 1 ], filter[ "gain" ][ 1 ], filter[ "freq" ][ 1 ], filter[ "q" ][ 1 ], filter[ "type" ][ 2 ], filter[ "gain" ][ 2 ], filter[ "freq" ][ 2 ], filter[ "q" ][ 2 ] );
}
else if ( isdefined( filter[ "type" ][ 0 ] ) && isdefined( filter[ "type" ][ 1 ] ) && !isdefined( filter[ "type" ][ 2 ] ) )
{
level.player seteqbands( channel, eqIndex, filter[ "type" ][ 0 ], filter[ "gain" ][ 0 ], filter[ "freq" ][ 0 ], filter[ "q" ][ 0 ], filter[ "type" ][ 1 ], filter[ "gain" ][ 1 ], filter[ "freq" ][ 1 ], filter[ "q" ][ 1 ] );
}
else if ( isdefined( filter[ "type" ][ 0 ] ) && !isdefined( filter[ "type" ][ 1 ] ) && !isdefined( filter[ "type" ][ 2 ] ) )
{
level.player seteqbands( channel, eqIndex, filter[ "type" ][ 0 ], filter[ "gain" ][ 0 ], filter[ "freq" ][ 0 ], filter[ "q" ][ 0 ] );
}
else if ( isdefined( filter[ "type" ][ 0 ] ) && !isdefined( filter[ "type" ][ 1 ] ) && !isdefined( filter[ "type" ][ 2 ] ) )
{
level.player deactivateeq( eqIndex, channel );
}
else
{
// fallback for odd band combination...should probably be an assert in future games.
for ( band = 0; band < 3; band++ )
{
if ( isdefined( filter[ "type" ][ band ] ) )
level.player seteq( channel, eqIndex, band, filter[ "type" ][ band ], filter[ "gain" ][ band ], filter[ "freq" ][ band ], filter[ "q" ][ band ] );
else
level.player deactivateeq( eqIndex, channel, band );
}
}
}
/#
set_hud_track( "eq_" + eqIndex, track );
#/
}
deactivate_index( eqIndex )
{
level.eq_track[ eqIndex ] = "";
level.player deactivateeq( eqIndex );
clear_hud( "eq_" + eqIndex );
}
ambientEventStart( track )
{
set_ambience_single( track );
}
start_ambient_event( track )
{
level notify( "new_ambient_event_track", track );
level endon( "new_ambient_event_track" );
assertEX( isdefined( level.ambientEventEnt ), "ambientDelay has not been run" );
assertEX( isdefined( level.ambientEventEnt[ track ] ), "ambientDelay has not been run" );
/#
set_hud_track( "event_system", track );
#/
if ( !isdefined( level.player.soundEnt ) )
{
level.player.soundEnt = spawn( "script_origin", ( 0, 0, 0 ) );
level.player.soundEnt.playingSound = false;
}
else
{
if ( level.player.soundEnt.playingSound )
level.player.soundEnt waittill( "sounddone" );
}
event = level.ambientEventEnt[ track ];
ent = level.player.soundEnt;
min = event.min;
range = event.range;
total_aliases = event.event_alias.size + event.event_alias_no_block.size;
assertEX( total_aliases > 0, "Need more than one ambient event for track " + track );
lastalias = "";
alias = "";
sound_array = [];
foreach ( soundalias, weight in event.event_alias )
{
array = [];
array[ "stop" ] = true;
array[ "alias" ] = soundalias;
array[ "weight" ] = weight;
sound_array[ sound_array.size ] = array;
}
foreach ( soundalias, weight in event.event_alias_no_block )
{
array = [];
array[ "stop" ] = false;
array[ "alias" ] = soundalias;
array[ "weight" ] = weight;
sound_array[ sound_array.size ] = array;
}
total_weights = get_total_weight_from_array( event.event_alias );
total_weights += get_total_weight_from_array( event.event_alias_no_block );
for ( ;; )
{
wait( min + randomfloat( range ) );
item = undefined;
while ( alias == lastalias )
{
item = ambientWeight( sound_array, total_weights );
alias = item[ "alias" ];
if ( total_aliases == 1 )
break;
}
lastalias = alias;
ent.origin = level.player.origin;
ent linkto( level.player );
timer = gettime();
if ( item[ "stop" ] )
{
ent playsound( alias, "sounddone" );
ent.playingSound = true;
ent waittill( "sounddone" );
}
else
{
ent playsound( alias );
}
if ( timer == gettime() )
wait( 0.05 ); // so no infinite loop possibilities
ent.playingSound = false;
}
}
get_total_weight_from_array( array )
{
weight = 0;
foreach ( index, amt in array )
{
weight += amt;
}
return weight;
}
ambientWeight( array, total_weights )
{
assert( array.size > 0 );
random_weight = randomfloat( total_weights );
current_total = 0;
for ( i = 0; i < array.size; i++ )
{
item = array[ i ];
current_total += item[ "weight" ];
if ( random_weight <= current_total )
return item;
}
assertmsg( "Impossible!" );
}
add_zone( zone )
{
level.ambient_zones[ zone ] = true;
}
check_ambience( type )
{
// assertEx( isdefined( level.ambient_zones[ type ] ), "Ambience " + type + " is not a defined ambience zone" );
}
ambient_trigger()
{
// get the ambience zones on this trigger
tokens = strtok( self.ambient, " " );
if ( tokens.size == 1 )
{
// if this trigger only has one ambience then there is no lerping done
ambience = tokens[ 0 ];
for ( ;; )
{
self waittill( "trigger", other );
assertEx( isplayer( other ), "Non - player entity touched an ambient trigger." );
set_ambience_single( ambience );
}
}
assertEx( isdefined( self.target ), "Ambience trigger at " + self.origin + " has multiple ambient tracks but doesn't target a script origin." );
ent = get_target_ent();
start = ent.origin;
end = undefined;
if ( isdefined( ent.target ) )
{
// if the origin targets a second origin, use it as the end point
target_ent = ent get_target_ent();
end = target_ent.origin;
}
else
{
// otherwise double the difference between the target origin and start to get the endpoint
end = start + vector_multiply( self.origin - start, 2 );
}
dist = distance( start, end );
assertEx( tokens.size == 2, "Ambience trigger at " + self.origin + " doesn't have 2 ambient zones set. Usage is \"ambient\" \"zone1 zone2\"" );
inner_ambience = tokens[ 0 ];
outer_ambience = tokens[ 1 ];
/#
check_ambience( inner_ambience );
check_ambience( outer_ambience );
#/
cap = 0.5;
if ( isdefined( self.targetname ) && self.targetname == "ambient_exit" )
cap = 0;
for ( ;; )
{
self waittill( "trigger", other );
assertEx( isplayer( other ), "Non - player entity touched an ambient trigger." );
progress = undefined;
while ( other istouching( self ) )
{
progress = get_progress( start, end, dist, other.origin );
if ( progress < 0 )
progress = 0;
if ( progress > 1 )
progress = 1;
set_ambience_blend( progress, inner_ambience, outer_ambience );
wait( 0.05 );
}
// when you leave the trigger set it to whichever point it was closest too
// or to the inner_ambience( usually "exterior" ) if self.targetname == "ambient_exit"
if ( progress > cap )
progress = 1;
else
progress = 0;
set_ambience_blend( progress, inner_ambience, outer_ambience );
}
}
get_progress( start, end, dist, org )
{
normal = vectorNormalize( end - start );
vec = org - start;
progress = vectorDot( vec, normal );
progress = progress / dist;
return progress;
}
ambient_end_trigger_think( start, end, dist, inner_ambience, outer_ambience )
{
self endon( "death" );
for ( ;; )
{
self waittill( "trigger", other );
assertEx( isplayer( other ), "Non - player entity touched an ambient trigger." );
ambient_trigger_sets_ambience_levels( start, end, dist, inner_ambience, outer_ambience );
}
}
ambient_trigger_sets_ambience_levels( start, end, dist, inner_ambience, outer_ambience )
{
level notify( "trigger_ambience_touched" );
level endon( "trigger_ambience_touched" );
for ( ;; )
{
progress = get_progress( start, end, dist, level.player.origin );
if ( progress < 0 )
{
progress = 0;
set_ambience_single( inner_ambience );
break;
}
if ( progress >= 1 )
{
set_ambience_single( outer_ambience );
break;
}
set_ambience_blend( progress, inner_ambience, outer_ambience );
wait( 0.05 );
}
}
play_ambience( ambience )
{
if ( !isdefined( level.ambient_track ) )
return;
if ( !isDefined( level.ambient_track[ ambience /*+ level.ambient_modifier[ "rain" ]*/ ] ) )
return;
if ( !isdefined( level.ambience_timescale ) )
level.ambience_timescale = 1;
ambientPlay( level.ambient_track[ ambience /*+ level.ambient_modifier[ "rain" ]*/ ], 1, level.ambience_timescale );
/#
set_hud_track( "ambient", ambience );
#/
}
set_ambience_blend( progress, inner_ambience, outer_ambience )
{
current_ambient_event = outer_ambience;
if ( progress < 0.5 )
{
current_ambient_event = inner_ambience;
}
old_ambient = level.ambient;
level.ambient = current_ambient_event;
modified_ambient = current_ambient_event;
if ( level.ambient == "exterior" )
modified_ambient += level.ambient_modifier[ "exterior" ];
if ( level.ambient == "interior" )
modified_ambient += level.ambient_modifier[ "interior" ];
play_ambience( modified_ambient );
if ( !isdefined( old_ambient ) || old_ambient != current_ambient_event )
{
if ( isdefined( level.ambientEventEnt[ modified_ambient ] ) )
{
thread start_ambient_event( modified_ambient );
}
else
{
// level notify( "new_ambient_event_track" );
// clear_hud( "event_system" );
}
thread ambientReverb( modified_ambient );
}
// println( "Ambience becomes: ", ambient + level.ambient_modifier[ "rain" ] );
// thread ambientEventStart( ambient + level.ambient_modifier[ "rain" ] );
/*
if ( isdefined( level.ambient ) && current_ambient_event != level.ambient )
{
if ( isdefined( level.ambient_track[ current_ambient_event ] ) )
{
activateAmbient( current_ambient_event );
level.ambient = current_ambient_event;
}
}
*/
if ( level.eq_track[ level.eq_main_track ] != outer_ambience )
{
setup_new_eq_settings( outer_ambience, level.eq_main_track );
}
if ( level.eq_track[ level.eq_mix_track ] != inner_ambience )
{
setup_new_eq_settings( inner_ambience, level.eq_mix_track );
}
level.player seteqlerp( progress, level.eq_main_track );
[[ level.global_ambience_blend_func ]]( progress, inner_ambience, outer_ambience );
/#
ambience_hud( progress );
#/
if ( progress == 1 || progress == 0 )
level.nextmsg = 0;
if ( !isdefined( level.nextmsg ) )
level.nextmsg = 0;
if ( gettime() < level.nextmsg )
return;
level.nextmsg = gettime() + 200;
}
/*
set_ambience_single( ambience )
{
if ( isdefined( level.ambientEventEnt[ ambience ] ) )
{
// thread ambientEventStart( ambience );
thread start_ambient_event( ambience );
}
if ( level.eq_track[ level.eq_main_track ] != ambience )
{
setup_new_eq_settings( ambience, level.eq_main_track );
}
[[ level.global_ambience_blend_func ]]( 1, ambience, ambience );
level.player seteqlerp( 1, level.eq_main_track );
/#
ambience_hud( 1 );
#/
}
*/
set_ambience_single( ambience )
{
set_ambience_blend( 0, ambience, ambience );
}
create_ambience_hud()
{
level.amb_hud = [];
if ( debug_hud_disabled() )
return;
x = 20;
y = 460;
x_offset = 22;
x_label_offset = -70;
color = ( 0.4, 0.9, 0.6 );
array = [];
hud_name = "ambient";
array[ hud_name ] = [];
hud = newHudElem();
hud.x = x + x_label_offset;
hud.y = y;
hud settext( "Ambient track: " );
array[ hud_name ][ "label" ] = hud;
hud = newHudElem();
hud.x = x;
hud.y = y;
array[ hud_name ][ "track" ] = hud;
y -= 10;
hud_name = "event_system";
array[ hud_name ] = [];
hud = newHudElem();
hud.x = x + x_label_offset;
hud.y = y;
hud settext( "Event system: " );
array[ hud_name ][ "label" ] = hud;
hud = newHudElem();
hud.x = x;
hud.y = y;
array[ hud_name ][ "track" ] = hud;
y -= 10;
hud_name = "eq_0";
array[ hud_name ] = [];
hud = newHudElem();
hud.x = x + x_label_offset;
hud.y = y;
hud settext( "EQ main: " );
array[ hud_name ][ "label" ] = hud;
hud = newHudElem();
hud.x = x + x_offset;
hud.y = y;
array[ hud_name ][ "track" ] = hud;
hud = newHudElem();
hud.x = x;
hud.y = y;
array[ hud_name ][ "fraction" ] = hud;
y -= 10;
hud_name = "eq_1";
array[ hud_name ] = [];
hud = newHudElem();
hud.x = x + x_label_offset;
hud.y = y;
hud settext( "EQ mix: " );
array[ hud_name ][ "label" ] = hud;
hud = newHudElem();
hud.x = x + x_offset;
hud.y = y;
array[ hud_name ][ "track" ] = hud;
hud = newHudElem();
hud.x = x;
hud.y = y;
array[ hud_name ][ "fraction" ] = hud;
y -= 10;
hud_name = "reverb";
array[ hud_name ] = [];
hud = newHudElem();
hud.x = x + x_label_offset;
hud.y = y;
hud settext( "Reverb: " );
array[ hud_name ][ "label" ] = hud;
hud = newHudElem();
hud.x = x;
hud.y = y;
array[ hud_name ][ "track" ] = hud;
y -= 10;
foreach ( index, hud_array in array )
{
foreach ( hud in hud_array )
{
hud.alignX = "left";
hud.alignY = "bottom";
hud.color = color;
hud.alpha = 0;
}
array[ index ][ "track" ].enabled = false;
}
level.amb_hud = array;
}
set_hud_track( msg, track )
{
if ( debug_hud_disabled() )
return;
if ( !isdefined( level.amb_hud[ msg ] ) )
return;
level.amb_hud[ msg ][ "track" ].enabled = true;
foreach ( hud in level.amb_hud[ msg ] )
{
hud.alpha = 1;
}
level.amb_hud[ msg ][ "track" ] settext( track );
}
set_hud_progress( msg, frac )
{
if ( !level.amb_hud[ msg ][ "track" ].enabled )
{
clear_hud( msg );
return;
}
level.amb_hud[ msg ][ "fraction" ] settext( int( frac * 100 ) );
foreach ( hud in level.amb_hud[ msg ] )
{
hud.alpha = 1;
}
}
clear_hud( msg )
{
/#
if ( debug_hud_disabled() )
return;
level.amb_hud[ msg ][ "track" ].enabled = false;
foreach ( hud in level.amb_hud[ msg ] )
{
hud.alpha = 0;
}
#/
}
ambience_hud( progress )
{
/#
if ( debug_hud_disabled() )
return;
if ( level.amb_hud[ "eq_0" ][ "track" ].enabled )
set_hud_progress( "eq_0", progress );
progress = 1 - progress;
if ( level.amb_hud[ "eq_1" ][ "track" ].enabled )
set_hud_progress( "eq_1", progress );
#/
}
debug_hud_disabled()
{
if ( getdvar( "loc_warnings", 0 ) == "1" )
return true;
if ( getdvarint( "debug_hud" ) )
return true;
return !isdefined( level.amb_hud );
}
set_ambience_blend_over_time( time, inner_ambience, outer_ambience )
{
if ( time == 0 )
{
set_ambience_blend( 1, inner_ambience, outer_ambience );
return;
}
progress = 0;
update_freq = 0.05;
update_amount = 1 / ( time / update_freq );
// is progress 0 on the first iteration? it shouldn't be
for ( ;; )
// for ( progress = 0; progress < 1; progress += update_amount )
{
progress = progress + update_amount;
if ( progress >= 1 )
{
set_ambience_single( outer_ambience );
break;
}
set_ambience_blend( progress, inner_ambience, outer_ambience );
wait update_freq;
}
}
hud_hide_with_cg_draw_hud()
{
/#
for ( ;; )
{
for ( ;; )
{
if ( !getdvarint( "cg_draw2d", 1 ) )
break;
wait( 0.05 );
}
if ( isdefined( level.amb_hud ) )
{
foreach ( hud_array in level.amb_hud )
{
foreach ( hud in hud_array )
{
hud.alpha = 0;
}
}
}
for ( ;; )
{
if ( getdvarint( "cg_draw2d", 1 ) )
break;
wait( 0.05 );
}
if ( isdefined( level.amb_hud ) )
{
foreach ( index, hud_array in level.amb_hud )
{
if ( level.amb_hud[ index ][ "track" ].enabled )
{
foreach ( hud in hud_array )
{
hud.alpha = 1;
}
}
}
}
}
#/
}