IW4-Dump-Files/maps/_damagefeedback.gsc

81 lines
2.2 KiB
Plaintext

#include common_scripts\utility;
#include maps\_utility;
#include maps\_debug;
#include maps\_hud_util;
init()
{
precacheShader( "damage_feedback" );
if ( getDvar( "scr_damagefeedback" ) == "" )
setDvar( "scr_damagefeedback", "0" );
if ( !getDvarInt( "scr_damagefeedback", 0 ) )
return;
array_thread( level.players, ::init_damage_feedback );
array_thread( level.players, ::monitorDamage );
}
init_damage_feedback()
{
self.hud_damagefeedback = newClientHudElem( self );
self.hud_damagefeedback.alignX = "center";
self.hud_damagefeedback.alignY = "middle";
self.hud_damagefeedback.horzAlign = "center";
self.hud_damagefeedback.vertAlign = "middle";
self.hud_damagefeedback.alpha = 0;
self.hud_damagefeedback.archived = true;
self.hud_damagefeedback setShader( "damage_feedback", 24, 24 * 2 );
self.hud_damagefeedback.y = 12; // aligns it to the center of the crosshair.
}
monitorDamage()
{
if ( !getDvarInt( "scr_damagefeedback", 0 ) )
return;
self add_damage_function( ::damagefeedback_took_damage );
}
damagefeedback_took_damage( damage, attacker, direction_vec, point, type, modelName, tagName )
{
if ( !isplayer( attacker ) )
return;
if ( isdefined( self.bullet_resistance ) )
{
legal_bullet_types = [];
legal_bullet_types[ "MOD_PISTOL_BULLET" ] = true;
legal_bullet_types[ "MOD_RIFLE_BULLET" ] = true;
if ( isdefined( legal_bullet_types[ type ] ) )
{
if ( damage <= self.bullet_resistance )
return;
}
}
attacker updateDamageFeedback( self );
}
updateDamageFeedback( attacked )
{
if ( !isPlayer( self ) )
return;
if ( !isdefined( attacked.team ) )
return;
if ( ( attacked.team == self.team ) || ( attacked.team == "neutral" ) )
return;
self playlocalsound( "SP_hit_alert" );
fadeTime = 1; //fade out crosshair damage indicator over this time
//If in slomo, fade out damage indicator faster (the value entered for the slomo time fraction
if ( isdefined( level.slowmo.speed_slow ) )
fadeTime = level.slowmo.speed_slow;
self.hud_damagefeedback.alpha = 1;
self.hud_damagefeedback fadeOverTime( fadeTime );
self.hud_damagefeedback.alpha = 0;
offset = getdvarfloat( "cg_crosshairVerticalOffset" ) * 240;
self.hud_damagefeedback.y = 12 - int( offset );
}