302 lines
6.7 KiB
Plaintext
302 lines
6.7 KiB
Plaintext
#include animscripts\combat_utility;
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#include animscripts\utility;
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#include animscripts\shared;
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#include common_scripts\utility;
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#include maps\_utility;
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#using_animtree( "generic_human" );
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doorGrenadeInterval = 5000;
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maxDistDoorToEnemySq = 600 * 600;
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doorEnterExitCheck()
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{
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self endon( "killanimscript" );
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if ( isdefined( self.disableDoorBehavior ) )
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return;
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while ( 1 )
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{
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doorNode = self getDoorPathNode();
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if ( isdefined( doorNode ) )
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break;
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wait 0.2;
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}
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goingInDoor = ( doorNode.type == "Door Interior" ) || self compareNodeDirToPathDir( doorNode );
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if ( goingInDoor )
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self doorEnter( doorNode );
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else
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self doorExit( doorNode );
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// waittill doorNode changes
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while ( 1 )
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{
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newDoorNode = self getDoorPathNode();
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if ( !isdefined( newDoorNode ) || newDoorNode != doorNode )
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break;
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wait 0.2;
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}
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self thread doorEnterExitCheck();
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}
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teamFlashBangImmune()
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{
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self endon( "killanimscript" );
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self.teamFlashbangImmunity = true;
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wait 5;
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self.teamFlashbangImmunity = undefined;
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}
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doDoorGrenadeThrow( node )
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{
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self thread teamFlashBangImmune();
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if ( self.grenadeWeapon == "flash_grenade" )
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self notify( "flashbang_thrown" );
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self OrientMode( "face current" );
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node.nextDoorGrenadeTime = gettime() + doorGrenadeInterval;
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self.minInDoorTime = gettime() + 100000; // hack to not forget going indoor
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self notify( "move_interrupt" );
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self.update_move_anim_type = undefined;
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self clearanim( %combatrun, 0.2 );
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self.a.movement = "stop";
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self waittill( "done_grenade_throw" );
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self OrientMode( "face default" );
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self.minInDoorTime = gettime() + 5000;
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self.grenadeWeapon = self.oldGrenadeWeapon;
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self.oldGrenadeWeapon = undefined;
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self animscripts\run::endFaceEnemyAimTracking();
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self thread animscripts\move::pathChangeCheck();
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self thread animscripts\move::restartMoveLoop( true );
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}
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// try throwing grenade before entering door
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doorEnter_TryGrenade( node, grenadeType, ricochet, minDistSq, checkInterval )
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{
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safeCheckDone = false;
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throwAttempts = 3;
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throwAnim = undefined;
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throwAnim = %CQB_stand_grenade_throw;
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doorForward = anglesToForward( node.angles );
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if ( node.type == "Door Interior" && !( self compareNodeDirToPathDir( node ) ) )
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doorForward = -1 * doorForward;
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doorPos = ( node.origin[ 0 ], node.origin[ 1 ], node.origin[ 2 ] + 64 );
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throwPos = doorPos;
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if ( ricochet )
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{
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doorPlane = AnglesToRight( node.angles );
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dirToDoor = node.origin - self.origin;
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// upto 20 units to left or right of door depending on direction to door to make it likely to bounce off door edge
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projLength = vectordot( doorPlane, dirToDoor );
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if ( projLength > 20 )
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projLength = 20;
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else if ( projLength < - 20 )
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projLength = -20;
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throwPos = doorPos + projLength * doorPlane;
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}
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while ( throwAttempts > 0 )
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{
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if ( isdefined( self.grenade ) || !isdefined( self.enemy ) )
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return;
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if ( onSameSideOfDoor( node, doorForward ) )
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return;
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if ( !self seeRecently( self.enemy, 0.2 ) && self.a.pose == "stand" && distance2DAndHeightCheck( self.enemy.origin - node.origin, maxDistDoorToEnemySq, 128 * 128 ) )
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{
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if ( isdefined( node.nextDoorGrenadeTime ) && node.nextDoorGrenadeTime > gettime() )
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return;
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if ( self canShootEnemy() )
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return;
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// too close to door
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dirToDoor = node.origin - self.origin;
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if ( lengthSquared( dirToDoor ) < minDistSq )
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return;
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// don't throw backwards
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if ( vectordot( dirToDoor, doorForward ) < 0 )
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return;
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self.oldGrenadeWeapon = self.grenadeWeapon;
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self.grenadeWeapon = grenadeType;
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self setActiveGrenadeTimer( self.enemy );
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if ( !safeCheckDone )
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{
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checkPos = doorPos + ( doorForward * 100 );
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if ( !( self isGrenadePosSafe( self.enemy, checkPos, 128 ) ) )
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return;
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}
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safeCheckDone = true; // do this only once but do isGrenadePosSafe as late as possible
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if ( TryGrenadeThrow( self.enemy, throwPos, throwAnim, getGrenadeThrowOffset( throwAnim ), true, false, true ) )
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{
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self doDoorGrenadeThrow( node );
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return;
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}
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}
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throwAttempts -- ;
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wait checkInterval;
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// check if door node has past
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newNode = self getDoorPathNode();
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if ( !isdefined( newNode ) || newNode != node )
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return;
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}
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}
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inDoorCqbToggleCheck()
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{
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self endon( "killanimscript" );
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if ( isdefined( self.disableDoorBehavior ) )
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return;
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self.isInDoor = false;
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while ( 1 )
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{
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if ( self isInDoor() && !self.doingAmbush )
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{
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doorEnter_enable_cqbwalk();
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}
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else if ( !isdefined( self.minInDoorTime ) || self.minInDoorTime < gettime() )
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{
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self.minInDoorTime = undefined;
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doorExit_disable_cqbwalk();
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}
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wait 0.2;
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}
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}
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// substitute for enable_cqbwalk so LD can always disable cqb
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doorEnter_enable_cqbwalk()
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{
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if ( !isdefined( self.neverEnableCQB ) && !self.doingAmbush )
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{
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self.isInDoor = true;
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if ( !isdefined( self.cqbWalking ) || !self.cqbWalking )
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enable_cqbwalk( true );
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}
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}
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// substitute for disable_cqbwalk so LD can force CQB even after exiting to outdoor
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doorExit_disable_cqbwalk()
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{
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if ( !isdefined( self.cqbEnabled ) )
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{
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self.isInDoor = false;
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if ( isdefined( self.cqbWalking ) && self.cqbWalking )
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disable_cqbwalk();
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}
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}
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maxFragDistSq = 750 * 750;
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minFragDistSq = 550 * 550;
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maxFlashDistSq = 192 * 192;
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minFlashDistSq = 64 * 64;
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maxFragHeightDiffSq = 160 * 160;
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maxFlashHeightDiffSq = 80 * 80;
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distance2DAndHeightCheck( vec, dist2DSq, heightSq )
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{
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return( ( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] ) < dist2DSq ) && ( ( vec[ 2 ] * vec[ 2 ] ) < heightSq );
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}
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onSameSideOfDoor( node, doorForward )
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{
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assert( isdefined( self.enemy ) );
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selfToDoor = node.origin - self.origin;
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enemyToDoor = node.origin - self.enemy.origin;
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return( vectordot( selfToDoor, doorForward ) * vectordot( enemyToDoor, doorForward ) > 0 );
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}
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doorEnter( node )
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{
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// try frag
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while ( 1 )
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{
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if ( isdefined( self.doorFragChance ) && ( self.doorFragChance == 0 || self.doorFragChance < randomfloat( 1 ) ) )
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break;
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if ( distance2DAndHeightCheck( self.origin - node.origin, maxFragDistSq, maxFragHeightDiffSq ) )
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{
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self doorEnter_TryGrenade( node, "fraggrenade", false, minFragDistSq, 0.3 );
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node = self getDoorPathNode();
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if ( !isdefined( node ) )
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return;
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break;
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}
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wait 0.1;
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}
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// try flashbang
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while ( 1 )
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{
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if ( distance2DAndHeightCheck( self.origin - node.origin, maxFlashDistSq, maxFlashHeightDiffSq ) )
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{
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self doorEnter_enable_cqbwalk();
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self.minInDoorTime = gettime() + 6000;
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if ( isdefined( self.doorFlashChance ) && ( self.doorFlashChance == 0 || self.doorFlashChance < randomfloat( 1 ) ) )
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return;
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self doorEnter_TryGrenade( node, "flash_grenade", true, minFlashDistSq, 0.2 );
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return;
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}
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wait 0.1;
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}
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}
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doorExit( node )
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{
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while ( 1 )
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{
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if ( !self.isInDoor || distanceSquared( self.origin, node.origin ) < 32 * 32 )
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{
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//self doorExit_disable_cqbwalk();
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return;
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}
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wait 0.1;
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}
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} |