iw4x-rawfiles/iw4x/iw4x_00/common_scripts/utility.gsc

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scriptPrintln( channel, msg )
{
setprintchannel( channel );
println( msg );
setprintchannel( "script" );
}
debugPrintln( channel, msg )
{
setprintchannel( "script_debug" );
println( msg );
setprintchannel( "script" );
}
draw_debug_line( start, end, timer )
{
for ( i = 0;i < timer * 20;i++ )
{
line( start, end, ( 1, 1, 0.5 ) );
wait( 0.05 );
}
}
waittillend( msg )
{
self waittillmatch( msg, "end" );
}
/*
=============
///ScriptDocBegin
"Name: noself_func( <func> , <parm1> , <parm2> , <parm3> , <parm4> )"
"Summary: Runs a function from level.func, if it exists. Stand alone, doesn't run on anything. Useful for common scripts where a code function may not exist in one codebase or the other."
"Module: Utility"
"CallOn: An entity"
"MandatoryArg: <func>: String reference to level.func array."
"OptionalArg: <parm1>: "
"OptionalArg: <parm2>: "
"OptionalArg: <parm3>: "
"OptionalArg: <parm4>: "
"Example: noself_func( "setsaveddvar", "r_spotlightbrightness", maxVal );"
"SPMP: both"
///ScriptDocEnd
=============
*/
noself_func( func, parm1, parm2, parm3, parm4 )
{
if ( !isdefined( level.func ) )
return;
if ( !isdefined( level.func[ func ] ) )
return;
if ( !isdefined( parm1 ) )
{
call [[ level.func[ func ] ]]();
return;
}
if ( !isdefined( parm2 ) )
{
call [[ level.func[ func ] ]]( parm1 );
return;
}
if ( !isdefined( parm3 ) )
{
call [[ level.func[ func ] ]]( parm1, parm2 );
return;
}
if ( !isdefined( parm4 ) )
{
call [[ level.func[ func ] ]]( parm1, parm2, parm3 );
return;
}
call [[ level.func[ func ] ]]( parm1, parm2, parm3, parm4 );
}
/*
=============
///ScriptDocBegin
"Name: self_func( <func> , <parm1> , <parm2> , <parm3> , <parm4> )"
"Summary: Runs a function from level.func, if it exists. Runs on whatever calls it. Useful for common scripts where a code function may not exist in one codebase or the other."
"Module: Utility"
"CallOn: An entity"
"MandatoryArg: <func>: String reference to level.func array."
"OptionalArg: <parm1>: "
"OptionalArg: <parm2>: "
"OptionalArg: <parm3>: "
"OptionalArg: <parm4>: "
"Example: level.player self_func( "some_player_function", 1, 2 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
self_func( func, parm1, parm2, parm3, parm4 )
{
if ( !isdefined( level.func[ func ] ) )
return;
if ( !isdefined( parm1 ) )
{
self call [[ level.func[ func ] ]]();
return;
}
if ( !isdefined( parm2 ) )
{
self call [[ level.func[ func ] ]]( parm1 );
return;
}
if ( !isdefined( parm3 ) )
{
self call [[ level.func[ func ] ]]( parm1, parm2 );
return;
}
if ( !isdefined( parm4 ) )
{
self call [[ level.func[ func ] ]]( parm1, parm2, parm3 );
return;
}
self call [[ level.func[ func ] ]]( parm1, parm2, parm3, parm4 );
}
/*
=============
///ScriptDocBegin
"Name: randomvector( <num> )"
"Summary: returns a random vector centered on <num>"
"Module: Vector"
"CallOn: Level"
"MandatoryArg: <num>: "
"Example: direction = randomvector( 1 )"
"SPMP: both"
///ScriptDocEnd
=============
*/
randomvector( num )
{
return( randomfloat( num ) - num * 0.5, randomfloat( num ) - num * 0.5, randomfloat( num ) - num * 0.5 );
}
/*
=============
///ScriptDocBegin
"Name: randomvectorrange( <num_min>, <num_max> )"
"Summary: returns a random vector centered between <num_min> and <num_max>"
"Module: Vector"
"CallOn: Level"
"MandatoryArg: <num_min>: "
"MandatoryArg: <num_max>: "
"Example: direction = randomvectorrange( 5, 10 )"
"SPMP: both"
///ScriptDocEnd
=============
*/
randomvectorrange( num_min, num_max )
{
assert( isdefined( num_min ) );
assert( isdefined( num_max ) );
x = randomfloatrange( num_min, num_max );
if ( randomint( 2 ) == 0 )
x *= -1;
y = randomfloatrange( num_min, num_max );
if ( randomint( 2 ) == 0 )
y *= -1;
z = randomfloatrange( num_min, num_max );
if ( randomint( 2 ) == 0 )
z *= -1;
return( x, y, z );
}
angle_dif ( oldangle, newangle )
{
// returns the difference between two yaws
if ( oldangle == newangle )
return 0;
while ( newangle > 360 )
newangle -= 360;
while ( newangle < 0 )
newangle += 360;
while ( oldangle > 360 )
oldangle -= 360;
while ( oldangle < 0 )
oldangle += 360;
olddif = undefined;
newdif = undefined;
if ( newangle > 180 )
newdif = 360 - newangle;
else
newdif = newangle;
if ( oldangle > 180 )
olddif = 360 - oldangle;
else
olddif = oldangle;
outerdif = newdif + olddif;
innerdif = 0;
if ( newangle > oldangle )
innerdif = newangle - oldangle;
else
innerdif = oldangle - newangle;
if ( innerdif < outerdif )
return innerdif;
else
return outerdif;
}
sign( x )
{
if ( x >= 0 )
return 1;
return - 1;
}
track( spot_to_track )
{
if ( isdefined( self.current_target ) )
{
if ( spot_to_track == self.current_target )
return;
}
self.current_target = spot_to_track;
}
get_enemy_team( team )
{
assertEx( team != "neutral", "Team must be allies or axis" );
teams = [];
teams[ "axis" ] = "allies";
teams[ "allies" ] = "axis";
return teams[ team ];
}
clear_exception( type )
{
assert( isdefined( self.exception[ type ] ) );
self.exception[ type ] = anim.defaultException;
}
set_exception( type, func )
{
assert( isdefined( self.exception[ type ] ) );
self.exception[ type ] = func;
}
set_all_exceptions( exceptionFunc )
{
keys = getArrayKeys( self.exception );
for ( i = 0; i < keys.size; i++ )
{
self.exception[ keys[ i ] ] = exceptionFunc;
}
}
/*
=============
///ScriptDocBegin
"Name: cointoss()"
"Summary: 50/50 returns true"
"Module: Utility"
"CallOn: Level"
"Example: if(cointoss())"
"SPMP: both"
///ScriptDocEnd
=============
*/
cointoss()
{
return randomint( 100 ) >= 50 ;
}
choose_from_weighted_array( values, weights )
{
assert( values.size == weights.size );
randomval = randomint( weights[ weights.size - 1 ] + 1 );
for ( i = 0; i < weights.size; i++ )
{
if ( randomval <= weights[i] )
return values[i];
}
}
get_cumulative_weights( weights )
{
cumulative_weights = [];
sum = 0;
for ( i = 0; i < weights.size; i++ )
{
sum += weights[i];
cumulative_weights[i] = sum;
}
return cumulative_weights;
}
waittill_string( msg, ent )
{
if ( msg != "death" )
self endon( "death" );
ent endon( "die" );
self waittill( msg );
ent notify( "returned", msg );
}
waittill_multiple( string1, string2, string3, string4, string5 )
{
self endon( "death" );
ent = spawnstruct();
ent.threads = 0;
if ( isdefined( string1 ) )
{
self thread waittill_string( string1, ent );
ent.threads++;
}
if ( isdefined( string2 ) )
{
self thread waittill_string( string2, ent );
ent.threads++;
}
if ( isdefined( string3 ) )
{
self thread waittill_string( string3, ent );
ent.threads++;
}
if ( isdefined( string4 ) )
{
self thread waittill_string( string4, ent );
ent.threads++;
}
if ( isdefined( string5 ) )
{
self thread waittill_string( string5, ent );
ent.threads++;
}
while ( ent.threads )
{
ent waittill( "returned" );
ent.threads--;
}
ent notify( "die" );
}
waittill_multiple_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4 )
{
self endon( "death" );
ent = spawnstruct();
ent.threads = 0;
if ( isdefined( ent1 ) )
{
assert( isdefined( string1 ) );
ent1 thread waittill_string( string1, ent );
ent.threads++;
}
if ( isdefined( ent2 ) )
{
assert( isdefined( string2 ) );
ent2 thread waittill_string( string2, ent );
ent.threads++;
}
if ( isdefined( ent3 ) )
{
assert( isdefined( string3 ) );
ent3 thread waittill_string( string3, ent );
ent.threads++;
}
if ( isdefined( ent4 ) )
{
assert( isdefined( string4 ) );
ent4 thread waittill_string( string4, ent );
ent.threads++;
}
while ( ent.threads )
{
ent waittill( "returned" );
ent.threads--;
}
ent notify( "die" );
}
/*
=============
///ScriptDocBegin
"Name: waittill_any_return( <string1> , <string2> , <string3> , <string4> , <string5> )"
"Summary: Waits for any of several messages then returns what it was."
"Module: Utility"
"MandatoryArg: <string1>: A string to wait on"
"MandatoryArg: <string2>: A string to wait on"
"OptionalArg: <string3>: A string to wait on"
"OptionalArg: <string4>: A string to wait on"
"OptionalArg: <string5>: A string to wait on"
"Example: msg = level.player waittill_any_return( "weapon_fired", "player_flash", "player_frag" );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
waittill_any_return( string1, string2, string3, string4, string5 )
{
if ( ( !isdefined( string1 ) || string1 != "death" ) &&
( !isdefined( string2 ) || string2 != "death" ) &&
( !isdefined( string3 ) || string3 != "death" ) &&
( !isdefined( string4 ) || string4 != "death" ) &&
( !isdefined( string5 ) || string5 != "death" ) )
self endon( "death" );
ent = spawnstruct();
if ( isdefined( string1 ) )
self thread waittill_string( string1, ent );
if ( isdefined( string2 ) )
self thread waittill_string( string2, ent );
if ( isdefined( string3 ) )
self thread waittill_string( string3, ent );
if ( isdefined( string4 ) )
self thread waittill_string( string4, ent );
if ( isdefined( string5 ) )
self thread waittill_string( string5, ent );
ent waittill( "returned", msg );
ent notify( "die" );
return msg;
}
/*
=============
///ScriptDocBegin
"Name: waittill_any_timeout( <timeOut> , <string1> , <string2> , <string3> , <string4> , <string5> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
{
if ( ( !isdefined( string1 ) || string1 != "death" ) &&
( !isdefined( string2 ) || string2 != "death" ) &&
( !isdefined( string3 ) || string3 != "death" ) &&
( !isdefined( string4 ) || string4 != "death" ) &&
( !isdefined( string5 ) || string5 != "death" ) )
self endon( "death" );
ent = spawnstruct();
if ( isdefined( string1 ) )
self thread waittill_string( string1, ent );
if ( isdefined( string2 ) )
self thread waittill_string( string2, ent );
if ( isdefined( string3 ) )
self thread waittill_string( string3, ent );
if ( isdefined( string4 ) )
self thread waittill_string( string4, ent );
if ( isdefined( string5 ) )
self thread waittill_string( string5, ent );
ent thread _timeout( timeOut );
ent waittill( "returned", msg );
ent notify( "die" );
return msg;
}
_timeout( delay )
{
self endon( "die" );
wait( delay );
self notify( "returned", "timeout" );
}
/*
=============
///ScriptDocBegin
"Name: waittill_any( <string1> , <string2> , <string3> , <string4> , <string5> , <string6> , <string7> , <string8> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <string1>: a notify on which the entity should wait"
"OptionalArg: <string2> - <string8>: optional other notifies to wait for"
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
waittill_any( string1, string2, string3, string4, string5, string6, string7, string8 )
{
assert( isdefined( string1 ) );
if ( isdefined( string2 ) )
self endon( string2 );
if ( isdefined( string3 ) )
self endon( string3 );
if ( isdefined( string4 ) )
self endon( string4 );
if ( isdefined( string5 ) )
self endon( string5 );
if ( isdefined( string6 ) )
self endon( string6 );
if ( isdefined( string7 ) )
self endon( string7 );
if ( isdefined( string8 ) )
self endon( string8 );
self waittill( string1 );
}
waittill_any_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4, ent5, string5, ent6, string6, ent7, string7 )
{
assert( isdefined( ent1 ) );
assert( isdefined( string1 ) );
if ( ( isdefined( ent2 ) ) && ( isdefined( string2 ) ) )
ent2 endon( string2 );
if ( ( isdefined( ent3 ) ) && ( isdefined( string3 ) ) )
ent3 endon( string3 );
if ( ( isdefined( ent4 ) ) && ( isdefined( string4 ) ) )
ent4 endon( string4 );
if ( ( isdefined( ent5 ) ) && ( isdefined( string5 ) ) )
ent5 endon( string5 );
if ( ( isdefined( ent6 ) ) && ( isdefined( string6 ) ) )
ent6 endon( string6 );
if ( ( isdefined( ent7 ) ) && ( isdefined( string7 ) ) )
ent7 endon( string7 );
ent1 waittill( string1 );
}
/*
=============
///ScriptDocBegin
"Name: isFlashed()"
"Summary: Returns true if the player or an AI is flashed"
"Module: Utility"
"CallOn: An AI"
"Example: flashed = level.price isflashed();"
"SPMP: both"
///ScriptDocEnd
=============
*/
isFlashed()
{
if ( !isdefined( self.flashEndTime ) )
return false;
return gettime() < self.flashEndTime;
}
/*
=============
///ScriptDocBegin
"Name: flag_exist( <flagname> )"
"Summary: checks to see if a flag exists"
"Module: Flag"
"MandatoryArg: <flagname> : name of the flag to check"
"Example: if( flag_exist( "hq_cleared" ) );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_exist( message )
{
return isdefined( level.flag[ message ] );
}
/*
=============
///ScriptDocBegin
"Name: flag( <flagname>, <entity> )"
"Summary: Checks if the flag is set. Returns true or false."
"Module: Flag"
"MandatoryArg: <flagname> : name of the flag to check"
"OptionalArg: <entity> : You can check the flag settings for a specific entity by passing the entity"
"Example: if ( flag( "hq_cleared" ) )"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag( message )
{
assertEx( isdefined( message ), "Tried to check flag but the flag was not defined." );
assertEx( isdefined( level.flag[ message ] ), "Tried to check flag " + message + " but the flag was not initialized." );
return level.flag[ message ];
}
init_flags()
{
level.flag = [];
level.flags_lock = [];
level.generic_index = 0;
if ( !isdefined( level.sp_stat_tracking_func ) )
level.sp_stat_tracking_func = ::empty_init_func;
level.flag_struct = spawnstruct();
level.flag_struct assign_unique_id();
}
/*
=============
///ScriptDocBegin
"Name: flag_init( <flagname> )"
"Summary: Initialize a flag to be used. All flags must be initialized before using flag_set or flag_wait"
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname> : name of the flag to create"
"Example: flag_init( "hq_cleared" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_init( message )
{
if ( !isDefined( level.flag ) )
{
init_flags();
}
/#
if ( isdefined( level.first_frame ) && level.first_frame == -1 )
assertEx( !isDefined( level.flag[ message ] ), "Attempt to reinitialize existing message: " + message );
#/
level.flag[ message ] = false;
/#
// lock check
#/
if ( !isdefined( level.trigger_flags ) )
{
init_trigger_flags();
level.trigger_flags[ message ] = [];
}
else
if ( !isdefined( level.trigger_flags[ message ] ) )
{
level.trigger_flags[ message ] = [];
}
if ( issuffix( message, "aa_" ) )
{
thread [[ level.sp_stat_tracking_func ]]( message );
}
}
empty_init_func( empty )
{
}
issuffix( msg, suffix )
{
if ( suffix.size > msg.size )
return false;
for ( i = 0; i < suffix.size; i++ )
{
if ( msg[ i ] != suffix[ i ] )
return false;
}
return true;
}
/*
=============
///ScriptDocBegin
"Name: flag_set( <flagname>, <setter> )"
"Summary: Sets the specified flag, all scripts using flag_wait will now continue."
"Module: Flag"
"MandatoryArg: <flagname> : name of the flag to set"
"OptionalArg: <setter> : Pass an entity with the flag_set"
"Example: flag_set( "hq_broiled" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_set( message, setter )
{
/#
assertEx( isDefined( level.flag[ message ] ), "Attempt to set a flag before calling flag_init: " + message );
//lock check
#/
level.flag[ message ] = true;
set_trigger_flag_permissions( message );
if ( isdefined( setter ) )
{
level notify( message, setter );// notify needs to be very last thing called
}
else
{
level notify( message );// notify needs to be very last thing called
}
}
assign_unique_id()
{
self.unique_id = "generic" + level.generic_index;
level.generic_index++;
}
/*
=============
///ScriptDocBegin
"Name: flag_wait( <flagname>, <entity> )"
"Summary: Waits until the specified flag is set."
"Module: Flag"
"MandatoryArg: <flagname> : name of the flag to wait on"
"OptionalArg: <entity> : You can wait until a flag is set for a specific entity"
"Example: flag_wait( "hq_cleared" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_wait( msg, entity )
{
other = undefined;
while ( !flag( msg ) )
{
other = undefined;
level waittill( msg, other );
// if we're waiting for the flag on a specific entity then we have to check
// to see if the flag is set on that specific entity
if ( isdefined( entity ) && flag( msg, entity ) )
break;
}
if ( isdefined( other ) )
return other;
}
/*
=============
///ScriptDocBegin
"Name: flag_clear( <flagname>, <entity> )"
"Summary: Clears the specified flag."
"Module: Flag"
"MandatoryArg: <flagname> : name of the flag to clear"
"Example: flag_clear( "hq_cleared" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_clear( message )
{
/#
assertEx( isDefined( level.flag[ message ] ), "Attempt to set a flag before calling flag_init: " + message );
// lock implementation tbd
#/
//do this check so we don't unneccessarily send a notify
if ( !flag( message ) )
return;
level.flag[ message ] = false;
set_trigger_flag_permissions( message );
level notify( message );// the notify needs to be the very last thing called in this function
}
/*
=============
///ScriptDocBegin
"Name: flag_waitopen( <flagname> )"
"Summary: Waits for the flag to open"
"Module: Flag"
"MandatoryArg: <flagname>: The flag"
"Example: flag_waitopen( "get_me_bagels" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_waitopen( msg )
{
while ( flag( msg ) )
level waittill( msg );
}
/*
=============
///ScriptDocBegin
"Name: waittill_either( <msg1> , <msg2> )"
"Summary: Waits until either message, on self"
"Module: Utility"
"CallOn: An entity or the level"
"MandatoryArg: <msg1>: First msg to wait on"
"MandatoryArg: <msg2>: Second msg to wait on"
"Example: level waittill_either( "yo", "no" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
waittill_either( msg1, msg2 )
{
self endon( msg1 );
self waittill( msg2 );
}
/*
=============
///ScriptDocBegin
"Name: array_thread( <entities> , <process> , <var1> , <var2> , <var3> )"
"Summary: Threads the < process > function on every entity in the < entities > array. The entity will become "self" in the specified function."
"Module: Array"
"CallOn: "
"MandatoryArg: <entities> : array of entities to thread the process"
"MandatoryArg: <process> : pointer to a script function"
"OptionalArg: <var1> : parameter 1 to pass to the process"
"OptionalArg: <var2> : parameter 2 to pass to the process"
"OptionalArg: <var3> : parameter 3 to pass to the process"
"Example: array_thread( array_of_guys, ::set_ignoreme, false );"
"SPMP: both"
///ScriptDocEnd
=============
*/
array_thread( entities, process, var1, var2, var3, var4, var5, var6, var7, var8, var9 )
{
if ( !isdefined( var1 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]();
return;
}
if ( !isdefined( var2 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]( var1 );
return;
}
if ( !isdefined( var3 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]( var1, var2 );
return;
}
if ( !isdefined( var4 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]( var1, var2, var3 );
return;
}
if ( !isdefined( var5 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]( var1, var2, var3, var4 );
return;
}
if ( !isdefined( var6 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]( var1, var2, var3, var4, var5 );
return;
}
if ( !isdefined( var7 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]( var1, var2, var3, var4, var5, var6 );
return;
}
if ( !isdefined( var8 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7 );
return;
}
if ( !isdefined( var9 ) )
{
foreach ( ent in entities )
ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7, var8 );
return;
}
foreach ( ent in entities )
ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7, var8, var9 );
return;
}
/*
=============
///ScriptDocBegin
"Name: array_call( <entities> , <process> , <var1> , <var2> , <var3> )"
"Summary: Runs the code < process > function on every entity in the < entities > array. The entity will become "self" in the specified function."
"Module: Array"
"CallOn: "
"MandatoryArg: <entities> : array of entities to thread the process"
"MandatoryArg: <process> : pointer to a code function"
"OptionalArg: <var1> : parameter 1 to pass to the process"
"OptionalArg: <var2> : parameter 2 to pass to the process"
"OptionalArg: <var3> : parameter 3 to pass to the process"
"Example: array_call( array_of_guys, ::set_ignoreme, false );"
"SPMP: both"
///ScriptDocEnd
=============
*/
array_call( entities, process, var1, var2, var3 )
{
if ( isdefined( var3 ) )
{
foreach ( ent in entities )
ent call [[ process ]]( var1, var2, var3 );
return;
}
if ( isdefined( var2 ) )
{
foreach ( ent in entities )
ent call [[ process ]]( var1, var2 );
return;
}
if ( isdefined( var1 ) )
{
foreach ( ent in entities )
ent call [[ process ]]( var1 );
return;
}
foreach ( ent in entities )
ent call [[ process ]]();
}
/*
=============
///ScriptDocBegin
"Name: array_thread4( <entities> , <process> , <var1> , <var2> , <var3> , <var4> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
array_thread4( entities, process, var1, var2, var3, var4 )
{
array_thread( entities, process, var1, var2, var3, var4 );
}
/*
=============
///ScriptDocBegin
"Name: array_thread5( <entities> , <process> , <var1> , <var2> , <var3> , <var4> , <var5> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
array_thread5( entities, process, var1, var2, var3, var4, var5 )
{
array_thread( entities, process, var1, var2, var3, var4, var5 );
}
/*
=============
///ScriptDocBegin
"Name: remove_undefined_from_array()"
"Summary: remove elements from an array that are undefined"
"Module: Array"
"CallOn: "
"MandatoryArg: <array>: array to clear out"
"Example: level.trigger_flags[ msg ] = remove_undefined_from_array( level.trigger_flags[ msg ] );"
"SPMP: both"
///ScriptDocEnd
=============
*/
remove_undefined_from_array( array )
{
newarray = [];
for ( i = 0; i < array.size; i++ )
{
if ( !isdefined( array[ i ] ) )
continue;
newarray[ newarray.size ] = array[ i ];
}
return newarray;
}
/*
=============
///ScriptDocBegin
"Name: trigger_on( <name>, <type> )"
"Summary: Turns a trigger on. This only needs to be called if it was previously turned off"
"Module: Trigger"
"CallOn: A trigger"
"OptionalArg: <name> : the name corrisponding to a targetname or script_noteworthy to grab the trigger internally"
"OptionalArg: <type> : the type( targetname, or script_noteworthy ) corrisponding to a name to grab the trigger internally"
"Example: trigger trigger_on(); -or- trigger_on( "base_trigger", "targetname" )"
"SPMP: both"
///ScriptDocEnd
=============
*/
trigger_on( name, type )
{
if ( isdefined( name ) && isdefined( type ) )
{
ents = getentarray( name, type );
array_thread( ents, ::trigger_on_proc );
}
else
self trigger_on_proc();
}
trigger_on_proc()
{
if ( isDefined( self.realOrigin ) )
self.origin = self.realOrigin;
self.trigger_off = undefined;
}
/*
=============
///ScriptDocBegin
"Name: trigger_off( <name>, <type> )"
"Summary: Turns a trigger off so it can no longer be triggered."
"Module: Trigger"
"CallOn: A trigger"
"OptionalArg: <name> : the name corrisponding to a targetname or script_noteworthy to grab the trigger internally"
"OptionalArg: <type> : the type( targetname, or script_noteworthy ) corrisponding to a name to grab the trigger internally"
"Example: trigger trigger_off();"
"SPMP: both"
///ScriptDocEnd
=============
*/
trigger_off( name, type )
{
if ( isdefined( name ) && isdefined( type ) )
{
ents = getentarray( name, type );
array_thread( ents, ::trigger_off_proc );
}
else
self trigger_off_proc();
}
trigger_off_proc()
{
if ( !isDefined( self.realOrigin ) )
self.realOrigin = self.origin;
if ( self.origin == self.realorigin )
self.origin += ( 0, 0, -10000 );
self.trigger_off = true;
}
set_trigger_flag_permissions( msg )
{
// turns triggers on or off depending on if they have the proper flags set, based on their shift-g menu settings
// this can be init before _load has run, thanks to AI.
if ( !isdefined( level.trigger_flags ) )
return;
// cheaper to do the upkeep at this time rather than with endons and waittills on the individual triggers
level.trigger_flags[ msg ] = remove_undefined_from_array( level.trigger_flags[ msg ] );
array_thread( level.trigger_flags[ msg ], ::update_trigger_based_on_flags );
}
update_trigger_based_on_flags()
{
true_on = true;
if ( isdefined( self.script_flag_true ) )
{
true_on = false;
tokens = create_flags_and_return_tokens( self.script_flag_true );
// stay off unless all the flags are false
foreach ( token in tokens )
{
if ( flag( token ) )
{
true_on = true;
break;
}
}
}
false_on = true;
if ( isdefined( self.script_flag_false ) )
{
tokens = create_flags_and_return_tokens( self.script_flag_false );
// stay off unless all the flags are false
foreach ( token in tokens )
{
if ( flag( token ) )
{
false_on = false;
break;
}
}
}
[[ level.trigger_func[ true_on && false_on ] ]]();
}
create_flags_and_return_tokens( flags )
{
tokens = strtok( flags, " " );
// create the flag if level script does not
for ( i = 0; i < tokens.size; i++ )
{
if ( !isdefined( level.flag[ tokens[ i ] ] ) )
{
flag_init( tokens[ i ] );
}
}
return tokens;
}
init_trigger_flags()
{
level.trigger_flags = [];
level.trigger_func[ true ] = ::trigger_on;
level.trigger_func[ false ] = ::trigger_off;
}
/*
=============
///ScriptDocBegin
"Name: getstruct( <name> , <type> )"
"Summary: get a struct by target, targetname,script_noteworthy, or script_linkname types, must be called after maps\_load::main();"
"Module: Struct"
"CallOn: Level"
"MandatoryArg: <name>: name of key"
"MandatoryArg: <type>: key type"
"Example: position = getstruct("waypoint1","targetname");
"SPMP: both"
///ScriptDocEnd
=============
*/
getstruct( name, type )
{
assertex( isdefined( name ) && isdefined( type ), "Did not fill in name and type" );
assertEx( isdefined( level.struct_class_names ), "Tried to getstruct before the structs were init" );
array = level.struct_class_names[ type ][ name ];
if ( !isdefined( array ) )
{
return undefined;
}
if ( array.size > 1 )
{
assertMsg( "getstruct used for more than one struct of type " + type + " called " + name + "." );
return undefined;
}
return array[ 0 ];
}
/*
=============
///ScriptDocBegin
"Name: getstructarray( <name> , <type )"
"Summary: gets an array of script_structs"
"Module: Array"
"CallOn: An entity"
"MandatoryArg: <name> : "
"MandatoryArg: <type> : "
"Example: fxemitters = getstructarray( "streetlights", "targetname" )"
"SPMP: both"
///ScriptDocEnd
=============
*/
getstructarray( name, type )
{
assertEx( isdefined( level.struct_class_names ), "Tried to getstruct before the structs were init" );
array = level.struct_class_names[ type ][ name ];
if ( !isdefined( array ) )
return [];
return array;
}
struct_class_init()
{
assertEx( !isdefined( level.struct_class_names ), "level.struct_class_names is being initialized in the wrong place! It shouldn't be initialized yet." );
level.struct_class_names = [];
level.struct_class_names[ "target" ] = [];
level.struct_class_names[ "targetname" ] = [];
level.struct_class_names[ "script_noteworthy" ] = [];
level.struct_class_names[ "script_linkname" ] = [];
foreach ( struct in level.struct )
{
if ( isdefined( struct.targetname ) )
{
if ( !isdefined( level.struct_class_names[ "targetname" ][ struct.targetname ] ) )
level.struct_class_names[ "targetname" ][ struct.targetname ] = [];
size = level.struct_class_names[ "targetname" ][ struct.targetname ].size;
level.struct_class_names[ "targetname" ][ struct.targetname ][ size ] = struct;
}
if ( isdefined( struct.target ) )
{
if ( !isdefined( level.struct_class_names[ "target" ][ struct.target ] ) )
level.struct_class_names[ "target" ][ struct.target ] = [];
size = level.struct_class_names[ "target" ][ struct.target ].size;
level.struct_class_names[ "target" ][ struct.target ][ size ] = struct;
}
if ( isdefined( struct.script_noteworthy ) )
{
if ( !isdefined( level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ] ) )
level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ] = [];
size = level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ].size;
level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ][ size ] = struct;
}
if ( isdefined( struct.script_linkname ) )
{
assertex( !isdefined( level.struct_class_names[ "script_linkname" ][ struct.script_linkname ] ), "Two structs have the same linkname" );
level.struct_class_names[ "script_linkname" ][ struct.script_linkname ][ 0 ] = struct;
}
}
}
fileprint_start( file )
{
/#
filename = file;
level.fileprint = 1;
level.fileprintlinecount = 0;
level.fileprint_filename = filename;
#/
}
/*
=============
///ScriptDocBegin
"Name: fileprint_map_start( <filename> )"
"Summary: starts map export with the file trees\cod3\cod3\map_source\xenon_export\ < filename > .map adds header / worldspawn entity to the map. Use this if you want to start a .map export."
"Module: Fileprint"
"CallOn: Level"
"MandatoryArg: <param1> : "
"OptionalArg: <param2> : "
"Example: fileprint_map_start( filename );"
"SPMP: both"
///ScriptDocEnd
=============
*/
fileprint_map_start()
{
/#
// for the entity count
level.fileprint_mapentcount = 0;
fileprint_map_header( true );
#/
}
fileprint_map_header( bInclude_blank_worldspawn )
{
if ( !isdefined( bInclude_blank_worldspawn ) )
bInclude_blank_worldspawn = false;
/#
fileprint_launcher( "iwmap 6" );
fileprint_launcher( "\"000_Global\" flags active" );
fileprint_launcher( "\"The Map\" flags" );
if ( !bInclude_blank_worldspawn )
return;
fileprint_map_entity_start();
fileprint_map_keypairprint( "classname", "worldspawn" );
fileprint_map_entity_end();
#/
}
/*
=============
///ScriptDocBegin
"Name: fileprint_map_keypairprint( <key1> , <key2> )"
"Summary: prints a pair of keys to the current open map( by fileprint_map_start() )"
"Module: Fileprint"
"CallOn: Level"
"MandatoryArg: <key1> : "
"MandatoryArg: <key2> : "
"Example: fileprint_map_keypairprint( "classname", "script_model" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
fileprint_map_keypairprint( key1, key2 )
{
/#
fileprint_launcher( "\"" + key1 + "\" \"" + key2 + "\"" );
#/
}
/*
=============
///ScriptDocBegin
"Name: fileprint_map_entity_start()"
"Summary: prints entity number and opening bracket to currently opened file"
"Module: Fileprint"
"CallOn: Level"
"Example: fileprint_map_entity_start();"
"SPMP: both"
///ScriptDocEnd
=============
*/
fileprint_map_entity_start()
{
/#
assert( isdefined( level.fileprint_mapentcount ), "need to start a map with fileprint_map_start() first" );
assert( !isdefined( level.fileprint_entitystart ) );
level.fileprint_entitystart = true;
fileprint_launcher( "entity " + level.fileprint_mapentcount );
fileprint_launcher( "{" );
level.fileprint_mapentcount++;
#/
}
/*
=============
///ScriptDocBegin
"Name: fileprint_map_entity_end()"
"Summary: close brackets an entity, required for the next entity to begin"
"Module: Fileprint"
"CallOn: Level"
"Example: fileprint_map_entity_end();"
"SPMP: both"
///ScriptDocEnd
=============
*/
fileprint_map_entity_end()
{
/#
fileprint_launcher( "}" );
level.fileprint_entitystart = undefined;
#/
}
/*
=============
///ScriptDocBegin
"Name: fileprint_radiant_vec( <vector> )"
"Summary: this converts a vector to a .map file readable format"
"Module: Fileprint"
"CallOn: An entity"
"MandatoryArg: <vector> : "
"Example: origin_string = fileprint_radiant_vec( vehicle.angles )"
"SPMP: both"
///ScriptDocEnd
=============
*/
fileprint_radiant_vec( vector )
{
/#
string = "" + vector[ 0 ] + " " + vector[ 1 ] + " " + vector[ 2 ] + "";
return string;
#/
}
/*
=============
///ScriptDocBegin
"Name: vector_multiply( <vec> , <dif> )"
"Summary: multiply a vector"
"Module: Vector"
"CallOn: Level"
"MandatoryArg: <vec>: vector to multiply"
"MandatoryArg: <dif>: scale"
"Example: vec = vector_multiply( vec, magnitude );"
"SPMP: both"
///ScriptDocEnd
=============
*/
vector_multiply( vec, dif )
{
vec = ( vec[ 0 ] * dif, vec[ 1 ] * dif, vec[ 2 ] * dif );
return vec;
}
/*
=============
///ScriptDocBegin
"Name: array_remove( <ents> , <remover> )"
"Summary: Returns < ents > array minus < remover > "
"Module: Array"
"CallOn: "
"MandatoryArg: <ents> : array to remove < remover > from"
"MandatoryArg: <remover> : entity to remove from the array"
"Example: ents = array_remove( ents, guy );"
"SPMP: both"
///ScriptDocEnd
=============
*/
array_remove( ents, remover )
{
newents = [];
foreach( index in ents )
{
if ( index != remover )
newents[ newents.size ] = index;
}
return newents;
}
/*
=============
///ScriptDocBegin
"Name: array_remove_array( <ents> , <remover_array> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
array_remove_array( ents, remover_array )
{
foreach( remover in remover_array )
ents = array_remove( ents, remover );
return ents;
}
/*
=============
///ScriptDocBegin
"Name: array_removeUndefined( <array> )"
"Summary: Returns a new array of < array > minus the undefined indicies"
"Module: Array"
"CallOn: "
"MandatoryArg: <array> : The array to search for undefined indicies in."
"Example: ents = array_removeUndefined( ents );"
"SPMP: both"
///ScriptDocEnd
=============
*/
array_removeUndefined( array )
{
newArray = [];
for ( i = 0; i < array.size; i++ )
{
if ( !isdefined( array[ i ] ) )
continue;
newArray[ newArray.size ] = array[ i ];
}
return newArray;
}
/*
=============
///ScriptDocBegin
"Name: array_levelthread( <entities> , <process> , <var1> , <var2> , <var3> )"
"Summary: Threads the < process > function for every entity in the < entities > array. The level calls the function and each entity of the array is passed as the first parameter to the process."
"Module: Array"
"CallOn: "
"MandatoryArg: <entities> : array of entities to thread the process"
"MandatoryArg: <process> : pointer to a script function"
"OptionalArg: <var1> : parameter 1 to pass to the process"
"OptionalArg: <var2> : parameter 2 to pass to the process"
"OptionalArg: <var3> : parameter 3 to pass to the process"
"Example: array_levelthread( getentarray( "palm", "targetname" ), ::palmTrees );"
"SPMP: both"
///ScriptDocEnd
=============
*/
array_levelthread( array, process, var1, var2, var3 )
{
if ( isdefined( var3 ) )
{
foreach ( ent in array )
thread [[ process ]]( ent, var1, var2, var3 );
return;
}
if ( isdefined( var2 ) )
{
foreach ( ent in array )
thread [[ process ]]( ent, var1, var2 );
return;
}
if ( isdefined( var1 ) )
{
foreach ( ent in array )
thread [[ process ]]( ent, var1 );
return;
}
foreach ( ent in array )
thread [[ process ]]( ent );
}
/*
=============
///ScriptDocBegin
"Name: array_levelcall( <entities> , <process> , <var1> , <var2> , <var3> )"
"Summary: Calls the < process > function for every entity in the < entities > array. The level calls the function and each entity of the array is passed as the first parameter to the process."
"Module: Array"
"CallOn: "
"MandatoryArg: <entities> : array of entities to thread the process"
"MandatoryArg: <process> : pointer to a code function"
"OptionalArg: <var1> : parameter 1 to pass to the process"
"OptionalArg: <var2> : parameter 2 to pass to the process"
"OptionalArg: <var3> : parameter 3 to pass to the process"
"Example: array_levelthread( array_of_trees, ::palmTrees );"
"SPMP: both"
///ScriptDocEnd
=============
*/
array_levelcall( array, process, var1, var2, var3 )
{
if ( isdefined( var3 ) )
{
foreach ( ent in array )
call [[ process ]]( ent, var1, var2, var3 );
return;
}
if ( isdefined( var2 ) )
{
foreach ( ent in array )
call [[ process ]]( ent, var1, var2 );
return;
}
if ( isdefined( var1 ) )
{
foreach ( ent in array )
call [[ process ]]( ent, var1 );
return;
}
foreach ( ent in array )
call [[ process ]]( ent );
}
/*
=============
///ScriptDocBegin
"Name: add_to_array( <array> , <ent> )"
"Summary: Adds < ent > to < array > and returns the new array."
"Module: Array"
"CallOn: "
"MandatoryArg: <array> : The array to add < ent > to."
"MandatoryArg: <ent> : The entity to be added."
"Example: nodes = add_to_array( nodes, new_node );"
"SPMP: both"
///ScriptDocEnd
=============
*/
add_to_array( array, ent )
{
if ( !isdefined( ent ) )
return array;
if ( !isdefined( array ) )
array[ 0 ] = ent;
else
array[ array.size ] = ent;
return array;
}
/*
=============
///ScriptDocBegin
"Name: flag_assert( <msg> )"
"Summary: Asserts that a flag is clear. Useful for proving an assumption of a flag's state"
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <msg>: flag name"
"Example: flag_assert( "fairground_begins" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_assert( msg )
{
assertEx( !flag( msg ), "Flag " + msg + " set too soon!" );
}
/*
=============
///ScriptDocBegin
"Name: flag_wait_either( <flagname1> , <flagname2> )"
"Summary: Waits until either of the the specified flags are set."
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname1> : name of one flag to wait on"
"MandatoryArg: <flagname2> : name of the other flag to wait on"
"Example: flag_wait( "hq_cleared", "hq_destroyed" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_wait_either( flag1, flag2 )
{
for ( ;; )
{
if ( flag( flag1 ) )
return;
if ( flag( flag2 ) )
return;
level waittill_either( flag1, flag2 );
}
}
/*
=============
///ScriptDocBegin
"Name: flag_wait_either_return( <flagname1> , <flagname2> )"
"Summary: Waits until either of the the specified flags are set, and returns the first one it found."
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname1> : name of one flag to wait on"
"MandatoryArg: <flagname2> : name of the other flag to wait on"
"Example: flag_wait( "hq_cleared", "hq_destroyed" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_wait_either_return( flag1, flag2 )
{
for ( ;; )
{
if ( flag( flag1 ) )
return flag1;
if ( flag( flag2 ) )
return flag2;
msg = level waittill_any_return( flag1, flag2 );
return msg;
}
}
/*
=============
///ScriptDocBegin
"Name: flag_wait_any( <flagname1> , <flagname2>, <flagname3> , <flagname4> , <flagname5> , <flagname6> )"
"Summary: Waits until any of the the specified flags are set."
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname1> : name of a flag to wait on"
"MandatoryArg: <flagname2> : name of a flag to wait on"
"OptionalArg: <flagname3> : name of a flag to wait on"
"OptionalArg: <flagname4> : name of a flag to wait on"
"Example: flag_wait_any( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_wait_any( flag1, flag2, flag3, flag4, flag5, flag6 )
{
array = [];
if ( isdefined( flag6 ) )
{
array[ array.size ] = flag1;
array[ array.size ] = flag2;
array[ array.size ] = flag3;
array[ array.size ] = flag4;
array[ array.size ] = flag5;
array[ array.size ] = flag6;
}
else if ( isdefined( flag5 ) )
{
array[ array.size ] = flag1;
array[ array.size ] = flag2;
array[ array.size ] = flag3;
array[ array.size ] = flag4;
array[ array.size ] = flag5;
}
else if ( isdefined( flag4 ) )
{
array[ array.size ] = flag1;
array[ array.size ] = flag2;
array[ array.size ] = flag3;
array[ array.size ] = flag4;
}
else if ( isdefined( flag3 ) )
{
array[ array.size ] = flag1;
array[ array.size ] = flag2;
array[ array.size ] = flag3;
}
else if ( isdefined( flag2 ) )
{
flag_wait_either( flag1, flag2 );
return;
}
else
{
assertmsg( "flag_wait_any() needs at least 2 flags passed to it" );
return;
}
for ( ;; )
{
for ( i = 0; i < array.size; i++ )
{
if ( flag( array[ i ] ) )
return;
}
level waittill_any( flag1, flag2, flag3, flag4, flag5, flag6 );
}
}
/*
=============
///ScriptDocBegin
"Name: flag_wait_any_return( <flagname1> , <flagname2>, <flagname3> , <flagname4> , <flagname5> , <flagname6> )"
"Summary: Waits until any of the the specified flags are set, and returns the first set flag that was found."
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname1> : name of a flag to wait on"
"MandatoryArg: <flagname2> : name of a flag to wait on"
"OptionalArg: <flagname3> : name of a flag to wait on"
"OptionalArg: <flagname4> : name of a flag to wait on"
"Example: returned = flag_wait_any_return( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_wait_any_return( flag1, flag2, flag3, flag4, flag5, flag6 )
{
array = [];
if ( isdefined( flag6 ) )
{
array[ array.size ] = flag1;
array[ array.size ] = flag2;
array[ array.size ] = flag3;
array[ array.size ] = flag4;
array[ array.size ] = flag5;
array[ array.size ] = flag6;
}
else if ( isdefined( flag5 ) )
{
array[ array.size ] = flag1;
array[ array.size ] = flag2;
array[ array.size ] = flag3;
array[ array.size ] = flag4;
array[ array.size ] = flag5;
}
else if ( isdefined( flag4 ) )
{
array[ array.size ] = flag1;
array[ array.size ] = flag2;
array[ array.size ] = flag3;
array[ array.size ] = flag4;
}
else if ( isdefined( flag3 ) )
{
array[ array.size ] = flag1;
array[ array.size ] = flag2;
array[ array.size ] = flag3;
}
else if ( isdefined( flag2 ) )
{
msg = flag_wait_either_return( flag1, flag2 );
return msg;
}
else
{
assertmsg( "flag_wait_any_return() needs at least 2 flags passed to it" );
return;
}
for ( ;; )
{
for ( i = 0; i < array.size; i++ )
{
if ( flag( array[ i ] ) )
return array[ i ];
}
msg = level waittill_any_return( flag1, flag2, flag3, flag4, flag5, flag6 );
return msg;
}
}
/*
=============
///ScriptDocBegin
"Name: flag_wait_all( <flagname1> , <flagname2>, <flagname3> , <flagname4> )"
"Summary: Waits until all of the the specified flags are set."
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname1> : name of a flag to wait on"
"MandatoryArg: <flagname2> : name of a flag to wait on"
"OptionalArg: <flagname3> : name of a flag to wait on"
"OptionalArg: <flagname4> : name of a flag to wait on"
"Example: flag_wait_any( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_wait_all( flag1, flag2, flag3, flag4 )
{
if ( isdefined( flag1 ) )
flag_wait( flag1 );
if ( isdefined( flag2 ) )
flag_wait( flag2 );
if ( isdefined( flag3 ) )
flag_wait( flag3 );
if ( isdefined( flag4 ) )
flag_wait( flag4 );
}
/*
=============
///ScriptDocBegin
"Name: flag_wait_or_timeout( <flagname> , <timer> )"
"Summary: Waits until either the flag gets set or the timer elapses."
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname1: Name of one flag to wait on"
"MandatoryArg: <timer> : Amount of time to wait before continuing regardless of flag."
"Example: flag_wait_or_timeout( "time_to_go", 3 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_wait_or_timeout( flagname, timer )
{
timerMS = timer * 1000;
start_time = GetTime();
for ( ;; )
{
if ( flag( flagname ) )
{
break;
}
if ( GetTime() >= start_time + timerMS )
{
break;
}
timeRemaining = timerMS - ( GetTime() - start_time ); // figure out how long we waited already, if at all
timeRemainingSecs = timeRemaining / 1000;
wait_for_flag_or_time_elapses( flagname, timeRemainingSecs );
}
}
/*
=============
///ScriptDocBegin
"Name: flag_waitopen_or_timeout( <flagname> , <timer> )"
"Summary: Waits until either the flag gets cleared or the timer elapses."
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname1: Name of one flag to wait on"
"MandatoryArg: <timer> : Amount of time to wait before continuing regardless of flag."
"Example: flag_waitopen_or_timeout( "time_to_go", 3 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flag_waitopen_or_timeout( flagname, timer )
{
start_time = gettime();
for ( ;; )
{
if ( !flag( flagname ) )
break;
if ( gettime() >= start_time + timer * 1000 )
break;
wait_for_flag_or_time_elapses( flagname, timer );
}
}
wait_for_flag_or_time_elapses( flagname, timer )
{
level endon( flagname );
wait( timer );
}
/*
=============
///ScriptDocBegin
"Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )"
2023-03-18 04:08:23 -07:00
"Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don<6F>t have to thread it off. delaycall is that smart!"
"Module: Utility"
"MandatoryArg: <delay> : The delay before the function occurs"
"MandatoryArg: <function> : The function to run."
"OptionalArg: <arg1> : parameter 1 to pass to the process"
"OptionalArg: <arg2> : parameter 2 to pass to the process"
"OptionalArg: <arg3> : parameter 3 to pass to the process"
"OptionalArg: <arg4> : parameter 4 to pass to the process"
"Example: delayCall( ::flag_set, "player_can_rappel", 3 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
delayCall( timer, func, param1, param2, param3, param4 )
{
// to thread it off
thread delayCall_proc( func, timer, param1, param2, param3, param4 );
}
delayCall_proc( func, timer, param1, param2, param3, param4 )
{
if ( isSP() )
self endon( "death" );
wait( timer );
if ( isdefined( param4 ) )
self call [[ func ]]( param1, param2, param3, param4 );
else
if ( isdefined( param3 ) )
self call [[ func ]]( param1, param2, param3 );
else
if ( isdefined( param2 ) )
self call [[ func ]]( param1, param2 );
else
if ( isdefined( param1 ) )
self call [[ func ]]( param1 );
else
self call [[ func ]]();
}
/*
=============
///ScriptDocBegin
"Name: noself_delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3>, <arg4> )"
"Summary: Calls a command with no self (some commands don't support having self)."
"Module: Utility"
"MandatoryArg: <delay> : The delay before the function occurs"
"MandatoryArg: <function> : The function to run."
"OptionalArg: <arg1> : parameter 1 to pass to the process"
"OptionalArg: <arg2> : parameter 2 to pass to the process"
"OptionalArg: <arg3> : parameter 3 to pass to the process"
"OptionalArg: <arg4> : parameter 4 to pass to the process"
"Example: noself_delayCall( ::setsaveddvar, "player_can_rappel", 1 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
noself_delayCall( timer, func, param1, param2, param3, param4 )
{
// to thread it off
thread noself_delayCall_proc( func, timer, param1, param2, param3, param4 );
}
noself_delayCall_proc( func, timer, param1, param2, param3, param4 )
{
wait( timer );
if ( isdefined( param4 ) )
call [[ func ]]( param1, param2, param3, param4 );
else
if ( isdefined( param3 ) )
call [[ func ]]( param1, param2, param3 );
else
if ( isdefined( param2 ) )
call [[ func ]]( param1, param2 );
else
if ( isdefined( param1 ) )
call [[ func ]]( param1 );
else
call [[ func ]]();
}
/*
=============
///ScriptDocBegin
"Name: isSP()"
"Summary: Returns false if the level name begins with mp_"
"Module: Utility"
"Example: if ( isSP() );"
"SPMP: both"
///ScriptDocEnd
=============
*/
isSP()
{
return false; // this code is only loaded in MP, so obviously this is MP
}
/*
=============
///ScriptDocBegin
"Name: string_starts_with( <string>, <start> )"
"Summary: Returns true if the first string begins with the first string"
"Module: Utility"
"CallOn:"
"MandatoryArg: <string> String to check"
"MandatoryArg: <start> Beginning of string to check"
"Example: if ( string_starts_with( "somestring", "somest" ) )"
"SPMP: both"
///ScriptDocEnd
=============
*/
string_starts_with( string, start )
{
assert( isdefined( string ) );
assert( isdefined( start ) );
if ( string.size < start.size )
return false;
for ( i = 0 ; i < start.size ; i++ )
{
if ( tolower( string[ i ] ) != tolower( start[ i ] ) )
return false;
}
return true;
}
plot_points( plotpoints, r, g, b, timer )
{
lastpoint = plotpoints[ 0 ];
if ( !isdefined( r ) )
r = 1;
if ( !isdefined( g ) )
g = 1;
if ( !isdefined( b ) )
b = 1;
if ( !isdefined( timer ) )
timer = 0.05;
for ( i = 1;i < plotpoints.size;i++ )
{
thread draw_line_for_time( lastpoint, plotpoints[ i ], r, g, b, timer );
lastpoint = plotpoints[ i ];
}
}
/*
=============
///ScriptDocBegin
"Name: draw_line_for_time( <org1> , <org2> , <r> , <g> , <b> , <timer> )"
"Summary: Draws a line from < org1 > to < org2 > in the specified color for the specified duration"
"Module: Debug"
"CallOn: "
"MandatoryArg: <org1> : starting origin for the line"
"MandatoryArg: <org2> : ending origin for the line"
"MandatoryArg: <r> : red color value( 0 to 1 )"
"MandatoryArg: <g> : green color value( 0 to 1 )"
"MandatoryArg: <b> : blue color value( 0 to 1 )"
"MandatoryArg: <timer> : time in seconds the line should last"
"Example: thread draw_line_for_time( level.player.origin, vehicle.origin, 1, 0, 0, 10.0 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
draw_line_for_time( org1, org2, r, g, b, timer )
{
timer = gettime() + ( timer * 1000 );
while ( gettime() < timer )
{
line( org1, org2, ( r, g, b ), 1 );
wait .05;
}
}
/*
=============
///ScriptDocBegin
"Name: array_combine( <array1> , <array2> )"
"Summary: Combines the two arrays and returns the resulting array. This function doesn't care if it produces duplicates in the array."
"Module: Array"
"CallOn: "
"MandatoryArg: <array1> : first array"
"MandatoryArg: <array2> : second array"
"Example: combinedArray = array_combine( array1, array2 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
array_combine( array1, array2 )
{
array3 = [];
foreach ( item in array1 )
{
array3[ array3.size ] = item;
}
foreach ( item in array2 )
{
array3[ array3.size ] = item;
}
return array3;
}
/*
=============
///ScriptDocBegin
"Name: flat_angle( <angle> )"
"Summary: Returns the specified angle as a flat angle.( 45, 90, 30 ) becomes( 0, 90, 30 ). Useful if you just need an angle around Y - axis."
"Module: Vector"
"CallOn: "
"MandatoryArg: <angle> : angles to flatten"
"Example: yaw = flat_angle( node.angles );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flat_angle( angle )
{
rangle = ( 0, angle[ 1 ], 0 );
return rangle;
}
/*
=============
///ScriptDocBegin
"Name: flat_origin( <org> )"
"Summary: Returns a flat origin of the specified origin. Moves Z corrdinate to 0.( x, y, z ) becomes( x, y, 0 )"
"Module: Vector"
"CallOn: "
"MandatoryArg: <org> : origin to flatten"
"Example: org = flat_origin( self.origin );"
"SPMP: both"
///ScriptDocEnd
=============
*/
flat_origin( org )
{
rorg = ( org[ 0 ], org[ 1 ], 0 );
return rorg;
}
/*
=============
///ScriptDocBegin
"Name: draw_arrow_time( <start> , <end> , <color> , <duration> )"
"Summary: Draws an arrow pointing at < end > in the specified color for < duration > seconds."
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <start> : starting coordinate for the arrow"
"MandatoryArg: <end> : ending coordinate for the arrow"
"MandatoryArg: <color> :( r, g, b ) color array for the arrow"
"MandatoryArg: <duration> : time in seconds to draw the arrow"
"Example: thread draw_arrow_time( lasttarg.origin, targ.origin, ( 0, 0, 1 ), 5.0 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
draw_arrow_time( start, end, color, duration )
{
level endon( "newpath" );
pts = [];
angles = vectortoangles( start - end );
right = anglestoright( angles );
forward = anglestoforward( angles );
up = anglestoup( angles );
dist = distance( start, end );
arrow = [];
range = 0.1;
arrow[ 0 ] = start;
arrow[ 1 ] = start + vector_multiply( right, dist * ( range ) ) + vector_multiply( forward, dist * - 0.1 );
arrow[ 2 ] = end;
arrow[ 3 ] = start + vector_multiply( right, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.1 );
arrow[ 4 ] = start;
arrow[ 5 ] = start + vector_multiply( up, dist * ( range ) ) + vector_multiply( forward, dist * - 0.1 );
arrow[ 6 ] = end;
arrow[ 7 ] = start + vector_multiply( up, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.1 );
arrow[ 8 ] = start;
r = color[ 0 ];
g = color[ 1 ];
b = color[ 2 ];
plot_points( arrow, r, g, b, duration );
}
/*
=============
///ScriptDocBegin
"Name: get_linked_ents()"
"Summary: Returns an array of entities that SELF is linked to"
"Module: Utility"
"CallOn: An entity that links to other entities"
"Example: spawners = heli get_linked_ents()"
"SPMP: both"
///ScriptDocEnd
=============
*/
get_linked_ents()
{
array = [];
if ( isdefined( self.script_linkto ) )
{
linknames = get_links();
foreach ( name in linknames )
{
entities = getentarray( name, "script_linkname" );
if ( entities.size > 0 )
array = array_combine( array, entities );
}
}
return array;
}
/*
=============
///ScriptDocBegin
"Name: get_linked_ent()"
"Summary: Returns a single entity that SELF is linked to"
"Module: Utility"
"CallOn: An entity that links to another entity"
"Example: spawner = heli get_linked_ent()"
"SPMP: both"
///ScriptDocEnd
=============
*/
get_linked_ent()
{
array = get_linked_ents();
assert( array.size == 1 );
assert( isdefined( array[ 0 ] ) );
return array[ 0 ];
}
/*
=============
///ScriptDocBegin
"Name: get_links( <get_links> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
get_links()
{
return strtok( self.script_linkTo, " " );
}
/*
=============
///ScriptDocBegin
"Name: run_thread_on_targetname( <msg> , <func> , <param1> , <param2> , <param3> )"
"Summary: Runs the specified thread on any entity with that targetname"
"Module: Utility"
"MandatoryArg: <msg>: The targetname"
"MandatoryArg: <func>: The function"
"OptionalArg: <param1>: Optional argument"
"OptionalArg: <param2>: Optional argument"
"OptionalArg: <param3>: Optional argument"
"Example: run_thread_on_targetname( "chopper_guys", ::add_spawn_function, ::chopper_guys_land );"
"SPMP: both"
///ScriptDocEnd
=============
*/
run_thread_on_targetname( msg, func, param1, param2, param3 )
{
array = getentarray( msg, "targetname" );
array_thread( array, func, param1, param2, param3 );
array = getstructarray( msg, "targetname" );
array_thread( array, func, param1, param2, param3 );
array = call [[ level.getNodeArrayFunction ]]( msg, "targetname" );
array_thread( array, func, param1, param2, param3 );
array = getvehiclenodearray( msg, "targetname" );
array_thread( array, func, param1, param2, param3 );
}
/*
=============
///ScriptDocBegin
"Name: run_thread_on_noteworthy( <msg> , <func> , <param1> , <param2> , <param3> )"
"Summary: Runs the specified thread on any entity with that noteworthy"
"Module: Utility"
"MandatoryArg: <msg>: The noteworthy"
"MandatoryArg: <func>: The function"
"OptionalArg: <param1>: Optional argument"
"OptionalArg: <param2>: Optional argument"
"OptionalArg: <param3>: Optional argument"
"Example: run_thread_on_noteworthy( "chopper_guys", ::add_spawn_function, ::chopper_guys_land );"
"SPMP: both"
///ScriptDocEnd
=============
*/
run_thread_on_noteworthy( msg, func, param1, param2, param3 )
{
array = getentarray( msg, "script_noteworthy" );
array_thread( array, func, param1, param2, param3 );
array = getstructarray( msg, "script_noteworthy" );
array_thread( array, func, param1, param2, param3 );
array = call [[ level.getNodeArrayFunction ]]( msg, "script_noteworthy" );
array_thread( array, func, param1, param2, param3 );
array = getvehiclenodearray( msg, "script_noteworthy" );
array_thread( array, func, param1, param2, param3 );
}
/*
=============
///ScriptDocBegin
"Name: draw_arrow( <start> , <end> , <color> )"
"Summary: Draws an arrow pointing at < end > in the specified color for < duration > seconds."
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <start> : starting coordinate for the arrow"
"MandatoryArg: <end> : ending coordinate for the arrow"
"MandatoryArg: <color> :( r, g, b ) color array for the arrow"
"Example: draw_arrow( lasttarg.origin, targ.origin, ( 0, 0, 1 ));"
"SPMP: both"
///ScriptDocEnd
=============
*/
draw_arrow( start, end, color )
{
level endon( "newpath" );
pts = [];
angles = vectortoangles( start - end );
right = anglestoright( angles );
forward = anglestoforward( angles );
dist = distance( start, end );
arrow = [];
range = 0.05;
arrow[ 0 ] = start;
arrow[ 1 ] = start + vector_multiply( right, dist * ( range ) ) + vector_multiply( forward, dist * - 0.2 );
arrow[ 2 ] = end;
arrow[ 3 ] = start + vector_multiply( right, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.2 );
for ( p = 0;p < 4;p++ )
{
nextpoint = p + 1;
if ( nextpoint >= 4 )
nextpoint = 0;
line( arrow[ p ], arrow[ nextpoint ], color, 1.0 );
}
}
/*
=============
///ScriptDocBegin
"Name: cap_value( value, minValue, maxValue )"
"Summary: Caps a number value within a range"
"Module: Utility"
"MandatoryArg: <value>: the int or float to cap"
"OptionalArg: <minValue>: minimum allowed value"
"OptionalArg: <maxValue>: maximum allowed value"
"Example: number = cap_value( number, 0.1, 2.0 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
cap_value( value, minValue, maxValue )
{
assert( isdefined( value ) );
// handle a min value larger than a max value
if ( minValue > maxValue )
return cap_value( value, maxValue, minValue );
assert( minValue <= maxValue );
if ( isdefined( minValue ) && ( value < minValue ) )
return minValue;
if ( isdefined( maxValue ) && ( value > maxValue ) )
return maxValue;
return value;
}
/*
=============
///ScriptDocBegin
"Name: getfx( <fx> )"
"Summary: Gets the associated level._effect"
"Module: Utility"
"MandatoryArg: <fx>: The effect"
"Example: playfx ( getfx( "heli_dust_default" ), eOrgFx.origin + offset ); "
"SPMP: both"
///ScriptDocEnd
=============
*/
getfx( fx )
{
assertEx( isdefined( level._effect[ fx ] ), "Fx " + fx + " is not defined in level._effect." );
return level._effect[ fx ];
}
/*
=============
///ScriptDocBegin
"Name: fxExists( <fx> )"
"Summary: Returns whether or not an fx exists"
"Module: Utility"
"MandatoryArg: <fx>: The effect"
"Example: if ( fxExists( "blah" ) )"
"SPMP: both"
///ScriptDocEnd
=============
*/
fxExists( fx )
{
return isdefined( level._effect[ fx ] );
}
print_csv_asset( asset, type )
{
fileline = type + "," + asset;
if ( isdefined( level.csv_lines[ fileline ] ) )
return;
level.csv_lines[ fileline ] = true;
// fileprint_chk( level.fileprint, fileline );
}
fileprint_csv_start( file )
{
/#
file = "scriptgen/" + file + ".csv";
level.csv_lines = [];
#/
}
_loadfx( effect )
{
return loadfx( effect );
}
/*
=============
///ScriptDocBegin
"Name: getLastWeapon( <getLastWeapon> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
getLastWeapon()
{
assert( isDefined( self.saved_lastWeapon ) );
return self.saved_lastWeapon;
}
/*
=============
///ScriptDocBegin
"Name: PlayerUnlimitedAmmoThread()"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
PlayerUnlimitedAmmoThread()
{
/#
if ( !isdefined( self ) || self == level || self.code_classname != "player" )
player = level.player;
else
player = self;
assert( isdefined( player ) );
while ( 1 )
{
wait .5;
if ( getdvar( "UnlimitedAmmoOff" ) == "1" )
continue;
currentWeapon = player getCurrentWeapon();
if ( currentWeapon != "none" )
{
currentAmmo = player GetFractionMaxAmmo( currentWeapon );
if ( currentAmmo < 0.2 )
player GiveMaxAmmo( currentWeapon );
}
currentoffhand = player GetCurrentOffhand();
if ( currentoffhand != "none" )
{
currentAmmo = player GetFractionMaxAmmo( currentoffhand );
if ( currentAmmo < 0.4 )
player GiveMaxAmmo( currentoffhand );
}
}
#/
}
isUsabilityEnabled()
{
return ( !self.disabledUsability );
}
_disableUsability()
{
self.disabledUsability++;
self DisableUsability();
}
_enableUsability()
{
self.disabledUsability--;
assert( self.disabledUsability >= 0 );
if ( !self.disabledUsability )
self EnableUsability();
}
resetUsability()
{
self.disabledUsability = 0;
self EnableUsability();
}
_disableWeapon()
{
self.disabledWeapon++;
self disableWeapons();
}
_enableWeapon()
{
self.disabledWeapon--;
assert( self.disabledWeapon >= 0 );
if ( !self.disabledWeapon )
self enableWeapons();
}
isWeaponEnabled()
{
return ( !self.disabledWeapon );
}
_disableWeaponSwitch()
{
self.disabledWeaponSwitch++;
self disableWeaponSwitch();
}
_enableWeaponSwitch()
{
self.disabledWeaponSwitch--;
assert( self.disabledWeaponSwitch >= 0 );
if ( !self.disabledWeaponSwitch )
self enableWeaponSwitch();
}
isWeaponSwitchEnabled()
{
return ( !self.disabledWeaponSwitch );
}
_disableOffhandWeapons()
{
self.disabledOffhandWeapons++;
self DisableOffhandWeapons();
}
_enableOffhandWeapons()
{
self.disabledOffhandWeapons--;
assert( self.disabledOffhandWeapons >= 0 );
if ( !self.disabledOffhandWeapons )
self EnableOffhandWeapons();
}
isOffhandWeaponEnabled()
{
return ( !self.disabledOffhandWeapons );
}
/*
=============
///ScriptDocBegin
"Name: random( <array> )"
"Summary: chose a random element of an array"
"Module: Array"
"CallOn: Level"
"MandatoryArg: <param1>: "
"Example: select_spot = random( array );"
"SPMP: both"
///ScriptDocEnd
=============
*/
random( array )
{
// process the array so it'll work with any string index arrays and arrays with missing entries.
newarray = [];
foreach ( index, value in array )
{
newarray[ newarray.size ] = value;
}
if ( !newarray.size )
return undefined;
return newarray[ randomint( newarray.size ) ];
}
/*
=============
///ScriptDocBegin
"Name: spawn_tag_origin()"
"Summary: Spawn a script model with tag_origin model"
"Module: Utility"
"Example: ent = spawn_tag_origin();"
"SPMP: both"
///ScriptDocEnd
=============
*/
spawn_tag_origin()
{
tag_origin = spawn( "script_model", ( 0, 0, 0 ) );
tag_origin setmodel( "tag_origin" );
tag_origin hide();
if ( isdefined( self.origin ) )
tag_origin.origin = self.origin;
if ( isdefined( self.angles ) )
tag_origin.angles = self.angles;
return tag_origin;
}
/*
=============
///ScriptDocBegin
"Name: waittill_notify_or_timeout( <msg> , <timer> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
waittill_notify_or_timeout( msg, timer )
{
self endon( msg );
wait( timer );
}
/*
=============
///ScriptDocBegin
"Name: fileprint_launcher_start_file()"
"Summary: Tells Launcher to start storing text to a file. Use in conjunction with fileprint_launcher() and fileprint_launcher_end_file() to append to that file and then instruct launcher to write the file."
"Module: Print"
"CallOn: Level"
"Example: fileprint_launcher_start_file();"
"SPMP: both"
///ScriptDocEnd
=============
*/
fileprint_launcher_start_file()
{
AssertEx( ! isdefined( level.fileprint_launcher ), "Can't open more than one file at a time to print through launcher." );
level.fileprintlauncher_linecount = 0;
level.fileprint_launcher = true;
fileprint_launcher( "GAMEPRINTSTARTFILE:" );
}
/*
=============
///ScriptDocBegin
"Name: fileprint_launcher( <string> )"
"Summary: Tell launcher to append text to current open file created by fileprint_launcher_start_file(), to be closed and written with fileprint_launcher_end_file() "
"Module: Print"
"CallOn: Level"
"MandatoryArg: <param1>: "
"Example: fileprint_launcher( "main()" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
fileprint_launcher( string )
{
assert( isdefined( level.fileprintlauncher_linecount ) );
level.fileprintlauncher_linecount++;
if( level.fileprintlauncher_linecount > 200 )
{
wait .05;
level.fileprintlauncher_linecount = 0;
}
println( "LAUNCHERPRINTLN:" + string );
}
/*
=============
///ScriptDocBegin
"Name: fileprint_launcher_end_file( <file_relative_to_game> , <bIsPerforceEnabled> )"
"Summary: Tell launcher to write out Text that has been started and appended to using fileprint_launcher_start_file() and fileprint_launcher(). you must end a file before you can start a new one."
"Module: Print"
"CallOn: Level"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: fileprint_launcher_end_file( "\\share\\raw\\maps\\createart\\" + level.script + "_art.gsc, true );"
"SPMP: both"
///ScriptDocEnd
=============
*/
fileprint_launcher_end_file( file_relative_to_game, bIsPerforceEnabled )
{
if( !isdefined( bIsPerforceEnabled ) )
bIsPerforceEnabled = false;
2023-03-18 04:08:23 -07:00
setDevDvarIfUninitialized("LAUNCHER_PRINT_FAIL", "0");
setDevDvarIfUninitialized("LAUNCHER_PRINT_SUCCESS", "0");
if( bIsPerforceEnabled )
fileprint_launcher( "GAMEPRINTENDFILE:GAMEPRINTP4ENABLED:"+file_relative_to_game );
else
fileprint_launcher( "GAMEPRINTENDFILE:"+file_relative_to_game );
// wait for launcher to tell us that it's done writing the file
TimeOut = gettime()+4000; // give launcher 4 seconds to print the file.
while( getdvarint( "LAUNCHER_PRINT_SUCCESS" ) == 0 && getdvar( "LAUNCHER_PRINT_FAIL" ) == "0" && gettime() < TimeOut )
wait .05;
if( ! ( gettime() < TimeOut ) )
{
iprintlnbold("LAUNCHER_PRINT_FAIL:( TIMEOUT ): launcherconflict? restart launcher and try again? " );
setdevdvar("LAUNCHER_PRINT_FAIL", "0");
level.fileprint_launcher = undefined;
return false;
}
failvar = getdvar("LAUNCHER_PRINT_FAIL");
if( failvar != "0" )
{
iprintlnbold("LAUNCHER_PRINT_FAIL:( "+ failvar + " ): launcherconflict? restart launcher and try again? " );
setdevdvar("LAUNCHER_PRINT_FAIL", "0");
level.fileprint_launcher = undefined;
return false;
}
setdevdvar("LAUNCHER_PRINT_FAIL", "0");
2023-03-18 04:08:23 -07:00
setdevdvar( "LAUNCHER_PRINT_SUCCESS", "0" );
level.fileprint_launcher = undefined;
return true;
}
/*
=============
///ScriptDocBegin
"Name: launcher_write_clipboard( <str> )"
"Summary: send a string to your Connected PC's clipboard through launcher"
"Module: Print"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: launcher_write_clipboard( Players_origin_string )"
"SPMP: both"
///ScriptDocEnd
=============
*/
launcher_write_clipboard( str )
{
level.fileprintlauncher_linecount = 0;
fileprint_launcher( "LAUNCHER_CLIP:" + str );
}
/*
=============
///ScriptDocBegin
"Name: isDestructible()"
"Summary: returns true if self is a destructible"
"Module: Entity"
"CallOn: An entity"
"Example: if ( self isDestructible() )"
"SPMP: both"
///ScriptDocEnd
=============
*/
isDestructible()
{
if ( !isdefined( self ) )
return false;
return isdefined( self.destructible_type );
}
/*
=============
///ScriptDocBegin
"Name: pauseEffect( <pauseEffect> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
pauseEffect()
{
common_scripts\_createfx::stop_fx_looper();
}
/*
=============
///ScriptDocBegin
"Name: activate_individual_exploder()"
"Summary: Activates an individual exploder, rather than all the exploders of a given number"
"Module: Utility"
"CallOn: An exploder"
"Example: exploder activate_individual_exploder();"
"SPMP: both"
///ScriptDocEnd
=============
*/
activate_individual_exploder()
{
if ( IsDefined( self.v[ "firefx" ] ) )
self thread fire_effect();
if ( IsDefined( self.v[ "fxid" ] ) && self.v[ "fxid" ] != "No FX" )
self thread cannon_effect();
else
if ( IsDefined( self.v[ "soundalias" ] ) && self.v[ "soundalias" ] != "nil" )
self thread sound_effect();
if ( IsDefined( self.v[ "loopsound" ] ) && self.v[ "loopsound" ] != "nil" )
self thread effect_loopsound();
if ( IsDefined( self.v[ "damage" ] ) )
self thread exploder_damage();
if ( IsDefined( self.v[ "earthquake" ] ) )
self thread exploder_earthquake();
if ( IsDefined( self.v[ "rumble" ] ) )
self thread exploder_rumble();
if ( self.v[ "exploder_type" ] == "exploder" )
self thread brush_show();
else
if ( ( self.v[ "exploder_type" ] == "exploderchunk" ) || ( self.v[ "exploder_type" ] == "exploderchunk visible" ) )
self thread brush_throw();
else
self thread brush_delete();
}
waitframe()
{
wait( 0.05 );
}
brush_delete()
{
// if( ent.v[ "exploder_type" ] != "normal" && !isdefined( ent.v[ "fxid" ] ) && !isdefined( ent.v[ "soundalias" ] ) )
// if( !isdefined( ent.script_fxid ) )
num = self.v[ "exploder" ];
if ( IsDefined( self.v[ "delay" ] ) )
wait( self.v[ "delay" ] );
else
wait( .05 );// so it disappears after the replacement appears
if ( !isdefined( self.model ) )
return;
Assert( IsDefined( self.model ) );
if ( isSP() && ( self.model.spawnflags & 1 ) )
self.model call [[ level.connectPathsFunction ]]();
if ( level.createFX_enabled )
{
if ( IsDefined( self.exploded ) )
return;
self.exploded = true;
self.model Hide();
self.model NotSolid();
wait( 3 );
self.exploded = undefined;
self.model Show();
self.model Solid();
return;
}
if ( !isdefined( self.v[ "fxid" ] ) || self.v[ "fxid" ] == "No FX" )
self.v[ "exploder" ] = undefined;
waittillframeend;// so it hides stuff after it shows the new stuff
self.model Delete();
}
brush_throw()
{
if ( IsDefined( self.v[ "delay" ] ) )
wait( self.v[ "delay" ] );
ent = undefined;
if ( IsDefined( self.v[ "target" ] ) )
ent = get_target_ent( self.v[ "target" ] );
if ( !isdefined( ent ) )
{
self.model Delete();
return;
}
self.model Show();
if ( IsDefined( self.v[ "delay_post" ] ) )
wait( self.v[ "delay_post" ] );
startorg = self.v[ "origin" ];
startang = self.v[ "angles" ];
org = ent.origin;
temp_vec = ( org - self.v[ "origin" ] );
x = temp_vec[ 0 ];
y = temp_vec[ 1 ];
z = temp_vec[ 2 ];
physics = IsDefined( self.v[ "physics" ] );
if ( physics )
{
target = undefined;
if ( IsDefined( ent.target ) )
target = ent get_target_ent();
if ( !isdefined( target ) )
{
contact_point = startorg;// no spin just push it.
throw_vec = ent.origin;
}
else
{
contact_point = ent.origin;
throw_vec = vector_multiply( target.origin - ent.origin, self.v[ "physics" ] );
}
// model = Spawn( "script_model", startorg );
// model.angles = startang;
// model PhysicsLaunchClient( model.origin, temp_vec );
self.model PhysicsLaunchClient( contact_point, throw_vec );
return;
}
else
{
self.model RotateVelocity( ( x, y, z ), 12 );
self.model MoveGravity( ( x, y, z ), 12 );
}
if ( level.createFX_enabled )
{
if ( IsDefined( self.exploded ) )
return;
self.exploded = true;
wait( 3 );
self.exploded = undefined;
self.v[ "origin" ] = startorg;
self.v[ "angles" ] = startang;
self.model Hide();
return;
}
self.v[ "exploder" ] = undefined;
wait( 6 );
self.model Delete();
// self Delete();
}
/*
=============
///ScriptDocBegin
"Name: get_target_ent( <target> )"
"Summary: Returns whatever SINGLE ent is targetted, be it node, struct, or entity"
"Module: Utility"
"OptionalArg: <target>: Optional target override"
"Example: node = guy get_target_ent();"
"SPMP: both"
///ScriptDocEnd
=============
*/
get_target_ent( target )
{
if ( !isdefined( target ) )
target = self.target;
AssertEx( IsDefined( target ), "Self had no target!" );
ent = GetEnt( target, "targetname" );
if ( IsDefined( ent ) )
return ent;
if ( isSP() )
{
ent = call [[ level.getNodeFunction ]]( target, "targetname" );
if ( IsDefined( ent ) )
return ent;
}
ent = getstruct( target, "targetname" );
if ( IsDefined( ent ) )
return ent;
ent = GetVehicleNode( target, "targetname" );
if ( IsDefined( ent ) )
return ent;
AssertEx( "Tried to get ent, but there was no ent." );
}
brush_show()
{
if ( IsDefined( self.v[ "delay" ] ) )
wait( self.v[ "delay" ] );
Assert( IsDefined( self.model ) );
self.model Show();
self.model Solid();
self.brush_shown = true; // used for hiding an exploder.
if ( isSP() && ( self.model.spawnflags & 1 ) )
{
if ( !isdefined( self.model.disconnect_paths ) )
self.model call [[ level.connectPathsFunction ]]();
else
self.model call [[ level.disconnectPathsFunction ]]();
}
if ( level.createFX_enabled )
{
if ( IsDefined( self.exploded ) )
return;
self.exploded = true;
wait( 3 );
self.exploded = undefined;
self.model Hide();
self.model NotSolid();
}
}
exploder_earthquake()
{
self exploder_delay();
eq = level.earthquake[ self.v[ "earthquake" ] ];
Earthquake( eq[ "magnitude" ], eq[ "duration" ], self.v[ "origin" ], eq[ "radius" ] );
}
exploder_rumble()
{
if ( !isSP() )
return;
self exploder_delay();
level.player PlayRumbleOnEntity( self.v[ "rumble" ] );
}
exploder_delay()
{
if ( !isdefined( self.v[ "delay" ] ) )
self.v[ "delay" ] = 0;
min_delay = self.v[ "delay" ];
max_delay = self.v[ "delay" ] + 0.001;// cant randomfloatrange on the same #
if ( IsDefined( self.v[ "delay_min" ] ) )
min_delay = self.v[ "delay_min" ];
if ( IsDefined( self.v[ "delay_max" ] ) )
max_delay = self.v[ "delay_max" ];
if ( min_delay > 0 )
wait( RandomFloatRange( min_delay, max_delay ) );
}
exploder_damage()
{
if ( IsDefined( self.v[ "delay" ] ) )
delay = self.v[ "delay" ];
else
delay = 0;
if ( IsDefined( self.v[ "damage_radius" ] ) )
radius = self.v[ "damage_radius" ];
else
radius = 128;
damage = self.v[ "damage" ];
origin = self.v[ "origin" ];
wait( delay );
// Range, max damage, min damage
RadiusDamage( origin, radius, damage, damage );
}
effect_loopsound()
{
if ( IsDefined( self.loopsound_ent ) )
{
self.loopsound_ent Delete();
}
// save off this info in case we delete the effect
origin = self.v[ "origin" ];
alias = self.v[ "loopsound" ];
self exploder_delay();
self.loopsound_ent = play_loopsound_in_space( alias, origin );
}
/*
=============
///ScriptDocBegin
"Name: play_loopsound_in_space( <alias> , <origin> , <master> )"
"Summary: Use the PlayLoopSound command at a position in space. Unrelated to caller."
"Module: Sound"
"CallOn: Level"
"MandatoryArg: <alias> : Sound alias to play"
"MandatoryArg: <origin> : Origin of the sound"
"Example: play_loopsound_in_space( "siren", level.speaker.origin );"
"SPMP: both"
///ScriptDocEnd
=============
*/
play_loopsound_in_space( alias, origin )
{
org = Spawn( "script_origin", ( 0, 0, 0 ) );
if ( !isdefined( origin ) )
origin = self.origin;
org.origin = origin;
org PlayLoopSound( alias, "sounddone" );
return org;
}
sound_effect()
{
self effect_soundalias();
}
effect_soundalias()
{
// save off this info in case we delete the effect
origin = self.v[ "origin" ];
alias = self.v[ "soundalias" ];
self exploder_delay();
play_sound_in_space( alias, origin );
}
/*
=============
///ScriptDocBegin
"Name: play_sound_in_space( <alias> , <origin> , <master> )"
"Summary: Play a sound at an origin, unrelated to caller"
"Module: Sound"
"CallOn: Level"
"MandatoryArg: <alias> : Sound alias to play"
"MandatoryArg: <origin> : Origin of the sound"
"OptionalArg: <master> : Play this sound as a master sound. Defaults to false"
"Example: play_sound_in_space( "siren", level.speaker.origin );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
play_sound_in_space( alias, origin, master )
{
org = Spawn( "script_origin", ( 0, 0, 1 ) );
if ( !isdefined( origin ) )
origin = self.origin;
org.origin = origin;
if ( isSP() )
{
if ( IsDefined( master ) && master )
org PlaySoundAsMaster( alias, "sounddone" );
else
org PlaySound( alias, "sounddone" );
}
else
{
if ( IsDefined( master ) && master )
org PlaySoundAsMaster( alias );
else
org PlaySound( alias );
}
org waittill( "sounddone" );
org Delete();
}
cannon_effect()
{
if ( IsDefined( self.v[ "repeat" ] ) )
{
thread exploder_playSound();
for ( i = 0; i < self.v[ "repeat" ]; i++ )
{
PlayFX( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
self exploder_delay();
}
return;
}
self exploder_delay();
// PlayFX( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
if ( IsDefined( self.looper ) )
self.looper Delete();
self.looper = SpawnFx( getfx( self.v[ "fxid" ] ), self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
TriggerFX( self.looper );
exploder_playSound();
}
exploder_playSound()
{
if ( !isdefined( self.v[ "soundalias" ] ) || self.v[ "soundalias" ] == "nil" )
return;
play_sound_in_space( self.v[ "soundalias" ], self.v[ "origin" ] );
}
fire_effect()
{
forward = self.v[ "forward" ];
up = self.v[ "up" ];
org = undefined;
firefxSound = self.v[ "firefxsound" ];
origin = self.v[ "origin" ];
firefx = self.v[ "firefx" ];
ender = self.v[ "ender" ];
if ( !isdefined( ender ) )
ender = "createfx_effectStopper";
timeout = self.v[ "firefxtimeout" ];
fireFxDelay = 0.5;
if ( IsDefined( self.v[ "firefxdelay" ] ) )
fireFxDelay = self.v[ "firefxdelay" ];
self exploder_delay();
if ( IsDefined( firefxSound ) )
level thread loop_fx_sound( firefxSound, origin, ender, timeout );
PlayFX( level._effect[ firefx ], self.v[ "origin" ], forward, up );
// loopfx( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
// maps\_fx::loopfx( firefx, origin, delay, org, undefined, ender, timeout );
}
/*
=============
///ScriptDocBegin
"Name: loop_fx_sound( <alias> , <origin> , <ender> , <timeout> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
loop_fx_sound( alias, origin, ender, timeout )
{
org = Spawn( "script_origin", ( 0, 0, 0 ) );
if ( IsDefined( ender ) )
{
thread loop_sound_delete( ender, org );
self endon( ender );
}
org.origin = origin;
org PlayLoopSound( alias );
if ( !isdefined( timeout ) )
{
org willNeverChange();
return;
}
wait( timeout );
// org Delete();
}
/*
=============
///ScriptDocBegin
"Name: loop_sound_delete( <ender> , <ent> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
loop_sound_delete( ender, ent )
{
ent endon( "death" );
self waittill( ender );
ent Delete();
}
exploder_before_load( num )
{
// gotta wait twice because the createfx_init function waits once then inits all exploders. This guarentees
// that if an exploder is run on the first frame, it happens after the fx are init.
waittillframeend;
waittillframeend;
activate_exploder( num );
}
exploder_after_load( num )
{
activate_exploder( num );
}
/*
=============
///ScriptDocBegin
"Name: activate_exploder( <num> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
activate_exploder( num )
{
num += "";
prof_begin( "activate_exploder" );
//here's a hook so you can know when a certain number of an exploder is going off
level notify( "exploding_" + num );
for ( i = 0;i < level.createFXent.size;i++ )
{
ent = level.createFXent[ i ];
if ( !isdefined( ent ) )
continue;
if ( ent.v[ "type" ] != "exploder" )
continue;
// make the exploder actually removed the array instead?
if ( !isdefined( ent.v[ "exploder" ] ) )
continue;
if ( ent.v[ "exploder" ] + "" != num )
continue;
ent activate_individual_exploder();
}
prof_end( "activate_exploder" );
}
/*
=============
///ScriptDocBegin
"Name: createLoopEffect( <fxid> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
createLoopEffect( fxid )
{
ent = common_scripts\_createfx::createEffect( "loopfx", fxid );
ent.v[ "delay" ] = 0.5;
return ent;
}
/*
=============
///ScriptDocBegin
"Name: createOneshotEffect( <fxid> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
createOneshotEffect( fxid )
{
// uses triggerfx
ent = common_scripts\_createfx::createEffect( "oneshotfx", fxid );
ent.v[ "delay" ] = -15;
return ent;
}
/*
=============
///ScriptDocBegin
"Name: createExploder( <fxid> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
createExploder( fxid )
{
ent = common_scripts\_createfx::createEffect( "exploder", fxid );
ent.v[ "delay" ] = 0;
ent.v[ "exploder_type" ] = "normal";
return ent;
}
/*
=============
///ScriptDocBegin
"Name: alphabetize( <array> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: both"
///ScriptDocEnd
=============
*/
alphabetize( array )
{
if ( array.size <= 1 )
return array;
addwaits = false;
if ( isSP() )
addwaits = true;
count = 0;
for ( ;; )
{
changed = false;
for ( i = 0; i < array.size - 1; i++ )
{
if ( is_later_in_alphabet( array[ i ], array[ i + 1 ] ) )
{
val = array[ i ];
array[ i ] = array[ i + 1 ];
array[ i + 1 ] = val;
changed = true;
if ( addwaits )
{
count++;
if ( count >= 10 )
{
count = 0;
waitframe();
}
}
}
}
if ( !changed )
return array;
}
return array;
}
is_later_in_alphabet( string1, string2 )
{
count = string1.size;
if ( count >= string2.size )
count = string2.size;
for ( i = 0; i < count; i++ )
{
val = alphabet_compare( string1[ i ], string2[ i ] );
if ( val == "1st" )
return true;
if ( val == "2nd" )
return false;
}
return string1.size > string2.size;
}
alphabet_compare( a, b )
{
list = [];
val = 1;
list[ "0" ] = val; val++;
list[ "1" ] = val; val++;
list[ "2" ] = val; val++;
list[ "3" ] = val; val++;
list[ "4" ] = val; val++;
list[ "5" ] = val; val++;
list[ "6" ] = val; val++;
list[ "7" ] = val; val++;
list[ "8" ] = val; val++;
list[ "9" ] = val; val++;
list[ "_" ] = val; val++;
list[ "a" ] = val; val++;
list[ "b" ] = val; val++;
list[ "c" ] = val; val++;
list[ "d" ] = val; val++;
list[ "e" ] = val; val++;
list[ "f" ] = val; val++;
list[ "g" ] = val; val++;
list[ "h" ] = val; val++;
list[ "i" ] = val; val++;
list[ "j" ] = val; val++;
list[ "k" ] = val; val++;
list[ "l" ] = val; val++;
list[ "m" ] = val; val++;
list[ "n" ] = val; val++;
list[ "o" ] = val; val++;
list[ "p" ] = val; val++;
list[ "q" ] = val; val++;
list[ "r" ] = val; val++;
list[ "s" ] = val; val++;
list[ "t" ] = val; val++;
list[ "u" ] = val; val++;
list[ "v" ] = val; val++;
list[ "w" ] = val; val++;
list[ "x" ] = val; val++;
list[ "y" ] = val; val++;
list[ "z" ] = val; val++;
a = ToLower( a );
b = ToLower( b );
val1 = 0;
if ( IsDefined( list[ a ] ) )
val1 = list[ a ];
val2 = 0;
if ( IsDefined( list[ b ] ) )
val2 = list[ b ];
if ( val1 > val2 )
return "1st";
if ( val1 < val2 )
return "2nd";
return "same";
}
/*
=============
///ScriptDocBegin
"Name: play_loop_sound_on_entity( <alias> , <offset> )"
"Summary: Play loop sound alias on an entity"
"Module: Sound"
"CallOn: An entity"
"MandatoryArg: <alias> : Sound alias to loop"
"OptionalArg: <offset> : Offset for sound origin relative to the world from the models origin."
"Example: vehicle thread play_loop_sound_on_entity( "engine_belt_run" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
play_loop_sound_on_entity( alias, offset )
{
org = Spawn( "script_origin", ( 0, 0, 0 ) );
org endon( "death" );
thread delete_on_death( org );
if ( IsDefined( offset ) )
{
org.origin = self.origin + offset;
org.angles = self.angles;
org LinkTo( self );
}
else
{
org.origin = self.origin;
org.angles = self.angles;
org LinkTo( self );
}
// org endon( "death" );
org PlayLoopSound( alias );
// PrintLn( "playing loop sound ", alias, " on entity at origin ", self.origin, " at ORIGIN ", org.origin );
self waittill( "stop sound" + alias );
org StopLoopSound( alias );
org Delete();
}
/*
=============
///ScriptDocBegin
"Name: stop_loop_sound_on_entity( <alias> )"
"Summary: Stop playing the the loop sound alias on an entity"
"Module: Sound"
"CallOn: An entity"
"MandatoryArg: <alias> : Sound alias to stop looping"
"Example: vehicle thread stop_loop_sound_on_entity( "engine_belt_run" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
stop_loop_sound_on_entity( alias )
{
self notify( "stop sound" + alias );
}
/*
=============
///ScriptDocBegin
"Name: delete_on_death( <ent> )"
"Summary: Delete the entity when "self" dies."
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: level.helicopter thread delete_on_death( someRandomScriptOriginThatISpawned );"
"SPMP: both"
///ScriptDocEnd
=============
*/
delete_on_death( ent )
{
//self ==> the entity you want to wait to die before deleting the ent
ent endon( "death" );
self waittill( "death" );
if ( IsDefined( ent ) )
ent Delete();
}
error( msg )
{
PrintLn( "^c * ERROR * ", msg );
waitframe();
/#
if ( GetDvar( "debug" ) != "1" )
AssertMsg( "This is a forced error - attach the log file. \n" + msg );
#/
}
/*
=============
///ScriptDocBegin
"Name: exploder( <num> )"
"Summary: Sets off the desired exploder"
"Module: Utility"
"MandatoryArg: <num>: The exploder number"
"Example: exploder( 5 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
exploder( num )
{
[[ level.exploderFunction ]]( num );
}
/*
=============
///ScriptDocBegin
"Name: create_dvar( <var> , <val> )"
"Summary: Initialize a dvar with a given value"
"Module: Utility"
"MandatoryArg: <var>: Name of the dvar"
"MandatoryArg: <val>: Default value"
"Example: create_dvar( "fish", "on" );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
create_dvar( var, val )
{
SetDvarIfUninitialized( var, val );
}
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/*
=============
///ScriptDocBegin
"Name: setPing()"
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"Summary: Does nothing. Added for backward compatibility"
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"Module: Utility"
"Example: self setPing( 100 );"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
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setPing( ping )
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{
}
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/*
=============
///ScriptDocBegin
"Name: getPing()"
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"Summary: Returns the current ping of the client"
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"Module: Utility"
"Example: self getPing();"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
getPing()
{
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return self.ping;
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}
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/*
=============
///ScriptDocBegin
"Name: getIP()"
"Summary: Returns the current IP Address of the client"
"Module: Utility"
"Example: self getIP();"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
getIP()
{
return self.address;
}
void()
{
}