iw4x-rawfiles/iw4x/iw4x_00/maps/mp/_utility.gsc

2743 lines
56 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
exploder_sound()
{
if ( isdefined( self.script_delay ) )
wait self.script_delay;
self playSound( level.scr_sound[ self.script_sound ] );
}
/*
saveModel()
{
info["model"] = self.model;
info["viewmodel"] = self getViewModel();
attachSize = self getAttachSize();
info["attach"] = [];
assert(info["viewmodel"] != ""); // No viewmodel was associated with the player's model
for(i = 0; i < attachSize; i++)
{
info["attach"][i]["model"] = self getAttachModelName(i);
info["attach"][i]["tag"] = self getAttachTagName(i);
info["attach"][i]["ignoreCollision"] = self getAttachIgnoreCollision(i);
}
return info;
}
loadModel(info)
{
self detachAll();
self setModel(info["model"]);
self setViewModel(info["viewmodel"]);
attachInfo = info["attach"];
attachSize = attachInfo.size;
for(i = 0; i < attachSize; i++)
self attach(attachInfo[i]["model"], attachInfo[i]["tag"], attachInfo[i]["ignoreCollision"]);
}
*/
/*
=============
///ScriptDocBegin
"Name: delayThread( <delay>, <function>, <arg1>, <arg2>, <arg3>, <arg4> )"
"Summary: Delaythread is cool! It saves you from having to write extra script for once off commands. Note you dont have to thread it off. Delaythread is that smart!"
"Module: Utility"
"MandatoryArg: <delay> : The delay before the function occurs"
"MandatoryArg: <delay> : 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"
"OptionalArg: <arg5> : parameter 5 to pass to the process"
"Example: delayThread( 3, ::flag_set, "player_can_rappel" );
"SPMP: both"
///ScriptDocEnd
=============
*/
delayThread( timer, func, param1, param2, param3, param4, param5 )
{
// to thread it off
thread delayThread_proc( func, timer, param1, param2, param3, param4, param5 );
}
delayThread_proc( func, timer, param1, param2, param3, param4, param5 )
{
wait( timer );
if ( !IsDefined( param1 ) )
{
assertex( !isdefined( param2 ), "Delaythread does not support vars after undefined." );
assertex( !isdefined( param3 ), "Delaythread does not support vars after undefined." );
assertex( !isdefined( param4 ), "Delaythread does not support vars after undefined." );
assertex( !isdefined( param5 ), "Delaythread does not support vars after undefined." );
thread [[ func ]]();
}
else
if ( !IsDefined( param2 ) )
{
assertex( !isdefined( param3 ), "Delaythread does not support vars after undefined." );
assertex( !isdefined( param4 ), "Delaythread does not support vars after undefined." );
assertex( !isdefined( param5 ), "Delaythread does not support vars after undefined." );
thread [[ func ]]( param1 );
}
else
if ( !IsDefined( param3 ) )
{
assertex( !isdefined( param4 ), "Delaythread does not support vars after undefined." );
assertex( !isdefined( param5 ), "Delaythread does not support vars after undefined." );
thread [[ func ]]( param1, param2 );
}
else
if ( !IsDefined( param4 ) )
{
assertex( !isdefined( param5 ), "Delaythread does not support vars after undefined." );
thread [[ func ]]( param1, param2, param3 );
}
else
if ( !IsDefined( param5 ) )
{
thread [[ func ]]( param1, param2, param3, param4 );
}
else
{
thread [[ func ]]( param1, param2, param3, param4, param5 );
}
}
getPlant()
{
start = self.origin + ( 0, 0, 10 );
range = 11;
forward = anglesToForward( self.angles );
forward = vector_multiply( forward, range );
traceorigins[ 0 ] = start + forward;
traceorigins[ 1 ] = start;
trace = bulletTrace( traceorigins[ 0 ], ( traceorigins[ 0 ] + ( 0, 0, -18 ) ), false, undefined );
if ( trace[ "fraction" ] < 1 )
{
//println("^6Using traceorigins[0], tracefraction is", trace["fraction"]);
temp = spawnstruct();
temp.origin = trace[ "position" ];
temp.angles = orientToNormal( trace[ "normal" ] );
return temp;
}
trace = bulletTrace( traceorigins[ 1 ], ( traceorigins[ 1 ] + ( 0, 0, -18 ) ), false, undefined );
if ( trace[ "fraction" ] < 1 )
{
//println("^6Using traceorigins[1], tracefraction is", trace["fraction"]);
temp = spawnstruct();
temp.origin = trace[ "position" ];
temp.angles = orientToNormal( trace[ "normal" ] );
return temp;
}
traceorigins[ 2 ] = start + ( 16, 16, 0 );
traceorigins[ 3 ] = start + ( 16, -16, 0 );
traceorigins[ 4 ] = start + ( -16, -16, 0 );
traceorigins[ 5 ] = start + ( -16, 16, 0 );
besttracefraction = undefined;
besttraceposition = undefined;
for ( i = 0; i < traceorigins.size; i++ )
{
trace = bulletTrace( traceorigins[ i ], ( traceorigins[ i ] + ( 0, 0, -1000 ) ), false, undefined );
//ent[i] = spawn("script_model",(traceorigins[i]+(0, 0, -2)));
//ent[i].angles = (0, 180, 180);
//ent[i] setmodel("105");
//println("^6trace ", i ," fraction is ", trace["fraction"]);
if ( !isdefined( besttracefraction ) || ( trace[ "fraction" ] < besttracefraction ) )
{
besttracefraction = trace[ "fraction" ];
besttraceposition = trace[ "position" ];
//println("^6besttracefraction set to ", besttracefraction, " which is traceorigin[", i, "]");
}
}
if ( besttracefraction == 1 )
besttraceposition = self.origin;
temp = spawnstruct();
temp.origin = besttraceposition;
temp.angles = orientToNormal( trace[ "normal" ] );
return temp;
}
orientToNormal( normal )
{
hor_normal = ( normal[ 0 ], normal[ 1 ], 0 );
hor_length = length( hor_normal );
if ( !hor_length )
return( 0, 0, 0 );
hor_dir = vectornormalize( hor_normal );
neg_height = normal[ 2 ] * - 1;
tangent = ( hor_dir[ 0 ] * neg_height, hor_dir[ 1 ] * neg_height, hor_length );
plant_angle = vectortoangles( tangent );
//println("^6hor_normal is ", hor_normal);
//println("^6hor_length is ", hor_length);
//println("^6hor_dir is ", hor_dir);
//println("^6neg_height is ", neg_height);
//println("^6tangent is ", tangent);
//println("^6plant_angle is ", plant_angle);
return plant_angle;
}
deletePlacedEntity( entity )
{
entities = getentarray( entity, "classname" );
for ( i = 0; i < entities.size; i++ )
{
//println("DELETED: ", entities[i].classname);
entities[ i ] delete();
}
}
playSoundOnPlayers( sound, team, excludeList )
{
assert( isdefined( level.players ) );
if ( level.splitscreen )
{
if ( isdefined( level.players[ 0 ] ) )
level.players[ 0 ] playLocalSound( sound );
}
else
{
if ( isDefined( team ) )
{
if ( isdefined( excludeList ) )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( isdefined( player.pers[ "team" ] ) && ( player.pers[ "team" ] == team ) && !isExcluded( player, excludeList ) )
player playLocalSound( sound );
}
}
else
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( isdefined( player.pers[ "team" ] ) && ( player.pers[ "team" ] == team ) )
player playLocalSound( sound );
}
}
}
else
{
if ( isdefined( excludeList ) )
{
for ( i = 0; i < level.players.size; i++ )
{
if ( !isExcluded( level.players[ i ], excludeList ) )
level.players[ i ] playLocalSound( sound );
}
}
else
{
for ( i = 0; i < level.players.size; i++ )
level.players[ i ] playLocalSound( sound );
}
}
}
}
sortLowerMessages()
{
for ( i = 1; i < self.lowerMessages.size; i++ )
{
message = self.lowerMessages[ i ];
priority = message.priority;
for ( j = i - 1; j >= 0 && priority > self.lowerMessages[ j ].priority; j -- )
self.lowerMessages[ j + 1 ] = self.lowerMessages[ j ];
self.lowerMessages[ j + 1 ] = message;
}
}
addLowerMessage( name, text, time, priority )
{
newMessage = undefined;
foreach ( message in self.lowerMessages )
{
if ( message.name == name )
{
if ( message.text == text && message.priority == priority )
return;
newMessage = message;
break;
}
}
if ( !isDefined( newMessage ) )
{
newMessage = spawnStruct();
self.lowerMessages[ self.lowerMessages.size ] = newMessage;
}
newMessage.name = name;
newMessage.text = text;
newMessage.time = time;
newMessage.addTime = getTime();
newMessage.priority = priority;
sortLowerMessages();
}
removeLowerMessage( name )
{
for ( i = 0; i < self.lowerMessages.size; i++ )
{
if ( self.lowerMessages[ i ].name != name )
continue;
message = self.lowerMessages[ i ];
if ( i < self.lowerMessages.size - 1 )
self.lowerMessages[ i ] = self.lowerMessages[ self.lowerMessages.size - 1 ];
self.lowerMessages[ self.lowerMessages.size - 1 ] = undefined;
}
sortLowerMessages();
}
getLowerMessage()
{
return self.lowerMessages[ 0 ];
}
setLowerMessage( name, text, time, priority )
{
if ( !isDefined( priority ) )
priority = 1;
if ( !isDefined( time ) )
time = 0;
self addLowerMessage( name, text, time, priority );
self updateLowerMessage();
//self notify( "lower_message_set" );
}
updateLowerMessage()
{
message = self getLowerMessage();
if ( !isDefined( message ) )
{
self.lowerMessage.alpha = 0;
self.lowerTimer.alpha = 0;
return;
}
self.lowerMessage setText( message.text );
if ( isDefined( message.time ) && message.time > 0 )
self.lowerTimer setTimer( max( message.time - ( ( getTime() - message.addTime ) / 1000 ), 0.1 ) );
else
self.lowerTimer setText( "" );
self.lowerMessage.alpha = 0.85;
self.lowerTimer.alpha = 1;
}
clearLowerMessage( name, fadetime )
{
self removeLowerMessage( name );
self updateLowerMessage();
}
clearLowerMessages()
{
for ( i = 0; i < self.lowerMessages.size; i++ )
self.lowerMessages[ i ] = undefined;
if ( !isDefined( self.lowerMessage ) )
return;
self updateLowerMessage();
}
printOnTeam( printString, team )
{
foreach ( player in level.players )
{
if ( player.team != team )
continue;
player iPrintLn( printString );
}
}
printBoldOnTeam( text, team )
{
assert( isdefined( level.players ) );
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( ( isdefined( player.pers[ "team" ] ) ) && ( player.pers[ "team" ] == team ) )
player iprintlnbold( text );
}
}
printBoldOnTeamArg( text, team, arg )
{
assert( isdefined( level.players ) );
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( ( isdefined( player.pers[ "team" ] ) ) && ( player.pers[ "team" ] == team ) )
player iprintlnbold( text, arg );
}
}
printOnTeamArg( text, team, arg )
{
assert( isdefined( level.players ) );
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( ( isdefined( player.pers[ "team" ] ) ) && ( player.pers[ "team" ] == team ) )
player iprintln( text, arg );
}
}
printOnPlayers( text, team )
{
players = level.players;
for ( i = 0; i < players.size; i++ )
{
if ( isDefined( team ) )
{
if ( ( isdefined( players[ i ].pers[ "team" ] ) ) && ( players[ i ].pers[ "team" ] == team ) )
players[ i ] iprintln( text );
}
else
{
players[ i ] iprintln( text );
}
}
}
printAndSoundOnEveryone( team, otherteam, printFriendly, printEnemy, soundFriendly, soundEnemy, printarg )
{
shouldDoSounds = isDefined( soundFriendly );
shouldDoEnemySounds = false;
if ( isDefined( soundEnemy ) )
{
assert( shouldDoSounds );// can't have an enemy sound without a friendly sound
shouldDoEnemySounds = true;
}
if ( level.splitscreen || !shouldDoSounds )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
playerteam = player.pers[ "team" ];
if ( isdefined( playerteam ) )
{
if ( playerteam == team && isdefined( printFriendly ) )
player iprintln( printFriendly, printarg );
else if ( playerteam == otherteam && isdefined( printEnemy ) )
player iprintln( printEnemy, printarg );
}
}
if ( shouldDoSounds )
{
assert( level.splitscreen );
level.players[ 0 ] playLocalSound( soundFriendly );
}
}
else
{
assert( shouldDoSounds );
if ( shouldDoEnemySounds )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
playerteam = player.pers[ "team" ];
if ( isdefined( playerteam ) )
{
if ( playerteam == team )
{
if ( isdefined( printFriendly ) )
player iprintln( printFriendly, printarg );
player playLocalSound( soundFriendly );
}
else if ( playerteam == otherteam )
{
if ( isdefined( printEnemy ) )
player iprintln( printEnemy, printarg );
player playLocalSound( soundEnemy );
}
}
}
}
else
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
playerteam = player.pers[ "team" ];
if ( isdefined( playerteam ) )
{
if ( playerteam == team )
{
if ( isdefined( printFriendly ) )
player iprintln( printFriendly, printarg );
player playLocalSound( soundFriendly );
}
else if ( playerteam == otherteam )
{
if ( isdefined( printEnemy ) )
player iprintln( printEnemy, printarg );
}
}
}
}
}
}
printAndSoundOnTeam( team, printString, soundAlias )
{
foreach ( player in level.players )
{
if ( player.team != team )
continue;
player printAndSoundOnPlayer( printString, soundAlias );
}
}
printAndSoundOnPlayer( printString, soundAlias )
{
self iPrintLn( printString );
self playLocalSound( soundAlias );
}
_playLocalSound( soundAlias )
{
if ( level.splitscreen && self getEntityNumber() != 0 )
return;
self playLocalSound( soundAlias );
}
dvarIntValue( dVar, defVal, minVal, maxVal )
{
dVar = "scr_" + level.gameType + "_" + dVar;
if ( getDvar( dVar ) == "" )
{
setDvar( dVar, defVal );
return defVal;
}
value = getDvarInt( dVar );
if ( value > maxVal )
value = maxVal;
else if ( value < minVal )
value = minVal;
else
return value;
setDvar( dVar, value );
return value;
}
dvarFloatValue( dVar, defVal, minVal, maxVal )
{
dVar = "scr_" + level.gameType + "_" + dVar;
if ( getDvar( dVar ) == "" )
{
setDvar( dVar, defVal );
return defVal;
}
value = getDvarFloat( dVar );
if ( value > maxVal )
value = maxVal;
else if ( value < minVal )
value = minVal;
else
return value;
setDvar( dVar, value );
return value;
}
play_sound_on_tag( alias, tag )
{
if ( isdefined( tag ) )
{
playsoundatpos( self getTagOrigin( tag ), alias );
}
else
{
playsoundatpos( self.origin, alias );
}
}
getOtherTeam( team )
{
if ( team == "allies" )
return "axis";
else if ( team == "axis" )
return "allies";
assertMsg( "getOtherTeam: invalid team " + team );
}
wait_endon( waitTime, endOnString, endonString2, endonString3 )
{
self endon( endOnString );
if ( isDefined( endonString2 ) )
self endon( endonString2 );
if ( isDefined( endonString3 ) )
self endon( endonString3 );
wait( waitTime );
}
isMG( weapon )
{
return ( isSubStr( weapon, "_bipod_" ) || weapon == "turret_minigun_mp" );
}
initPersStat( dataName )
{
if ( !isDefined( self.pers[ dataName ] ) )
self.pers[ dataName ] = 0;
}
getPersStat( dataName )
{
return self.pers[ dataName ];
}
incPersStat( dataName, increment )
{
self.pers[ dataName ] += increment;
self maps\mp\gametypes\_persistence::statAdd( dataName, increment );
}
setPersStat( dataName, value )
{
assertEx( isDefined( dataName ), "Called setPersStat with no dataName defined." );
assertEx( isDefined( value ), "Called setPersStat for " + dataName + " with no value defined." );
self.pers[ dataName ] = value;
}
initPlayerStat( ref, defaultvalue )
{
if ( !isDefined( self.stats["stats_" + ref ] ) )
{
if ( !isDefined( defaultvalue ) )
defaultvalue = 0;
self.stats["stats_" + ref ] = spawnstruct();
self.stats["stats_" + ref ].value = defaultvalue;
}
}
incPlayerStat( ref, increment )
{
stat = self.stats["stats_" + ref ];
stat.value += increment;
}
setPlayerStat( ref, value )
{
stat = self.stats["stats_" + ref ];
stat.value = value;
stat.time = getTime();
}
getPlayerStat( ref )
{
return self.stats["stats_" + ref ].value;
}
getPlayerStatTime( ref )
{
return self.stats["stats_" + ref ].time;
}
setPlayerStatIfGreater( ref, newvalue )
{
currentvalue = self getPlayerStat( ref );
if ( newvalue > currentvalue )
self setPlayerStat( ref, newvalue );
}
setPlayerStatIfLower( ref, newvalue )
{
currentvalue = self getPlayerStat( ref );
if ( newvalue < currentvalue )
self setPlayerStat( ref, newvalue );
}
updatePersRatio( ratio, num, denom )
{
numValue = self maps\mp\gametypes\_persistence::statGet( num );
denomValue = self maps\mp\gametypes\_persistence::statGet( denom );
if ( denomValue == 0 )
denomValue = 1;
self maps\mp\gametypes\_persistence::statSet( ratio, int( ( numValue * 1000 ) / denomValue ) );
}
updatePersRatioBuffered( ratio, num, denom )
{
numValue = self maps\mp\gametypes\_persistence::statGetBuffered( num );
denomValue = self maps\mp\gametypes\_persistence::statGetBuffered( denom );
if ( denomValue == 0 )
denomValue = 1;
self maps\mp\gametypes\_persistence::statSetBuffered( ratio, int( ( numValue * 1000 ) / denomValue ) );
}
// to be used with things that are slow.
// unfortunately, it can only be used with things that aren't time critical.
WaitTillSlowProcessAllowed( allowLoop )
{
// wait only a few frames if necessary
// if we wait too long, we might get too many threads at once and run out of variables
// i'm trying to avoid using a loop because i don't want any extra variables
if ( level.lastSlowProcessFrame == gettime() )
{
if ( isDefined( allowLoop ) && allowLoop )
{
while ( level.lastSlowProcessFrame == getTime() )
wait( 0.05 );
}
else
{
wait .05;
if ( level.lastSlowProcessFrame == gettime() )
{
wait .05;
if ( level.lastSlowProcessFrame == gettime() )
{
wait .05;
if ( level.lastSlowProcessFrame == gettime() )
{
wait .05;
}
}
}
}
}
level.lastSlowProcessFrame = getTime();
}
waitForTimeOrNotify( time, notifyname )
{
self endon( notifyname );
wait time;
}
isExcluded( entity, entityList )
{
for ( index = 0; index < entityList.size; index++ )
{
if ( entity == entityList[ index ] )
return true;
}
return false;
}
leaderDialog( dialog, team, group, excludeList )
{
assert( isdefined( level.players ) );
if ( level.splitscreen )
return;
if ( dialog == "null" )
return;
if ( !isDefined( team ) )
{
leaderDialogBothTeams( dialog, "allies", dialog, "axis", group, excludeList );
return;
}
if ( level.splitscreen )
{
if ( level.players.size )
level.players[ 0 ] leaderDialogOnPlayer( dialog, group );
return;
}
if ( isDefined( excludeList ) )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( ( isDefined( player.pers[ "team" ] ) && ( player.pers[ "team" ] == team ) ) && !isExcluded( player, excludeList ) )
player leaderDialogOnPlayer( dialog, group );
}
}
else
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( isDefined( player.pers[ "team" ] ) && ( player.pers[ "team" ] == team ) )
player leaderDialogOnPlayer( dialog, group );
}
}
}
leaderDialogBothTeams( dialog1, team1, dialog2, team2, group, excludeList )
{
assert( isdefined( level.players ) );
if ( level.splitscreen )
return;
if ( level.splitscreen )
{
if ( level.players.size )
level.players[ 0 ] leaderDialogOnPlayer( dialog1, group );
return;
}
if ( isDefined( excludeList ) )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
team = player.pers[ "team" ];
if ( !isDefined( team ) )
continue;
if ( isExcluded( player, excludeList ) )
continue;
if ( team == team1 )
player leaderDialogOnPlayer( dialog1, group );
else if ( team == team2 )
player leaderDialogOnPlayer( dialog2, group );
}
}
else
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
team = player.pers[ "team" ];
if ( !isDefined( team ) )
continue;
if ( team == team1 )
player leaderDialogOnPlayer( dialog1, group );
else if ( team == team2 )
player leaderDialogOnPlayer( dialog2, group );
}
}
}
leaderDialogOnPlayers( dialog, players, group )
{
foreach ( player in players )
player leaderDialogOnPlayer( dialog, group );
}
leaderDialogOnPlayer( dialog, group, groupOverride )
{
if ( !isDefined( groupOverride ) )
groupOverride = false;
team = self.pers[ "team" ];
if ( level.splitscreen )
return;
if ( !isDefined( team ) )
return;
if ( team != "allies" && team != "axis" )
return;
if ( isDefined( group ) )
{
// ignore the message if one from the same group is already playing
if ( self.leaderDialogGroup == group )
{
if ( groupOverride )
{
self stopLocalSound( self.leaderDialogActive );
self thread playLeaderDialogOnPlayer( dialog, team );
}
return;
}
hadGroupDialog = isDefined( self.leaderDialogGroups[ group ] );
self.leaderDialogGroups[ group ] = dialog;
dialog = group;
// exit because the "group" dialog call is already in the queue
if ( hadGroupDialog )
return;
}
if ( self.leaderDialogActive == "" )
self thread playLeaderDialogOnPlayer( dialog, team );
else
self.leaderDialogQueue[ self.leaderDialogQueue.size ] = dialog;
}
playLeaderDialogOnPlayer( dialog, team )
{
self endon( "disconnect" );
self notify ( "playLeaderDialogOnPlayer" );
self endon ( "playLeaderDialogOnPlayer" );
if ( isDefined( self.leaderDialogGroups[ dialog ] ) )
{
group = dialog;
dialog = self.leaderDialogGroups[ group ];
self.leaderDialogGroups[ group ] = undefined;
self.leaderDialogGroup = group;
}
assertEx( isDefined( game[ "dialog" ][ dialog ] ), "Dialog " + dialog + " was not defined in game[dialog] array." );
if ( isSubStr( game[ "dialog" ][ dialog ], "null" ) )
return;
self.leaderDialogActive = game[ "voice" ][ team ] + game[ "dialog" ][ dialog ];
self playLocalSound( game[ "voice" ][ team ] + game[ "dialog" ][ dialog ] );
wait( 3.0 );
self.leaderDialogLocalSound = "";
self.leaderDialogActive = "";
self.leaderDialogGroup = "";
if ( self.leaderDialogQueue.size > 0 )
{
nextDialog = self.leaderDialogQueue[ 0 ];
for ( i = 1; i < self.leaderDialogQueue.size; i++ )
self.leaderDialogQueue[ i - 1 ] = self.leaderDialogQueue[ i ];
self.leaderDialogQueue[ i - 1 ] = undefined;
self thread playLeaderDialogOnPlayer( nextDialog, team );
}
}
updateMainMenu()
{
if (self.pers[ "team" ] == "spectator" )
{
self setClientDvar("g_scriptMainMenu", game["menu_team"]);
}
else
{
self setClientDvar( "g_scriptMainMenu", game[ "menu_class_" + self.pers["team"] ] );
}
}
updateObjectiveText()
{
if ( self.pers[ "team" ] == "spectator" )
{
self setClientDvar( "cg_objectiveText", "" );
return;
}
if ( getWatchedDvar( "scorelimit" ) > 0 && !isObjectiveBased() )
{
if ( level.splitScreen )
self setclientdvar( "cg_objectiveText", getObjectiveScoreText( self.pers[ "team" ] ) );
else
self setclientdvar( "cg_objectiveText", getObjectiveScoreText( self.pers[ "team" ] ), getWatchedDvar( "scorelimit" ) );
}
else
{
self setclientdvar( "cg_objectiveText", getObjectiveText( self.pers[ "team" ] ) );
}
}
setObjectiveText( team, text )
{
game[ "strings" ][ "objective_" + team ] = text;
precacheString( text );
}
setObjectiveScoreText( team, text )
{
game[ "strings" ][ "objective_score_" + team ] = text;
precacheString( text );
}
setObjectiveHintText( team, text )
{
game[ "strings" ][ "objective_hint_" + team ] = text;
precacheString( text );
}
getObjectiveText( team )
{
return game[ "strings" ][ "objective_" + team ];
}
getObjectiveScoreText( team )
{
return game[ "strings" ][ "objective_score_" + team ];
}
getObjectiveHintText( team )
{
return game[ "strings" ][ "objective_hint_" + team ];
}
getTimePassed()
{
if ( !isDefined( level.startTime ) )
return 0;
if ( level.timerStopped )
return( level.timerPauseTime - level.startTime ) - level.discardTime;
else
return( gettime() - level.startTime ) - level.discardTime;
}
getSecondsPassed()
{
return (getTimePassed() / 1000);
}
getMinutesPassed()
{
return (getSecondsPassed() / 60);
}
ClearKillcamState()
{
self.forcespectatorclient = -1;
self.killcamentity = -1;
self.archivetime = 0;
self.psoffsettime = 0;
}
isInKillcam()
{
return ( self.forcespectatorclient != -1 || self.killcamentity != -1 );
}
isValidClass( class )
{
return isDefined( class ) && class != "";
}
getValueInRange( value, minValue, maxValue )
{
if ( value > maxValue )
return maxValue;
else if ( value < minValue )
return minValue;
else
return value;
}
waitForTimeOrNotifies( desiredDelay )
{
startedWaiting = getTime();
waitedTime = ( getTime() - startedWaiting ) / 1000;
if ( waitedTime < desiredDelay )
{
wait desiredDelay - waitedTime;
return desiredDelay;
}
else
{
return waitedTime;
}
}
closeMenus()
{
self closepopupMenu();
self closeInGameMenu();
}
logXPGains()
{
if ( !isDefined( self.xpGains ) )
return;
xpTypes = getArrayKeys( self.xpGains );
for ( index = 0; index < xpTypes.size; index++ )
{
gain = self.xpGains[ xpTypes[ index ] ];
if ( !gain )
continue;
self logString( "xp " + xpTypes[ index ] + ": " + gain );
}
}
registerRoundSwitchDvar( dvarString, defaultValue, minValue, maxValue )
{
registerWatchDvarInt( "roundswitch", defaultValue );
dvarString = ( "scr_" + dvarString + "_roundswitch" );
level.roundswitchDvar = dvarString;
level.roundswitchMin = minValue;
level.roundswitchMax = maxValue;
level.roundswitch = getDvarInt( dvarString, defaultValue );
if ( level.roundswitch < minValue )
level.roundswitch = minValue;
else if ( level.roundswitch > maxValue )
level.roundswitch = maxValue;
}
registerRoundLimitDvar( dvarString, defaultValue, minValue, maxValue )
{
registerWatchDvarInt( "roundlimit", defaultValue );
}
registerWinLimitDvar( dvarString, defaultValue, minValue, maxValue )
{
registerWatchDvarInt( "winlimit", defaultValue );
}
registerScoreLimitDvar( dvarString, defaultValue, minValue, maxValue )
{
registerWatchDvarInt( "scorelimit", defaultValue );
}
registerTimeLimitDvar( dvarString, defaultValue, minValue, maxValue )
{
registerWatchDvarFloat( "timelimit", defaultValue );
makeDvarServerInfo( "ui_timelimit", getTimeLimit() );
}
registerHalfTimeDvar( dvarString, defaultValue, minValue, maxValue)
{
registerWatchDvarInt( "halftime", defaultValue );
makeDvarServerInfo( "ui_halftime", getHalfTime() );
}
registerNumLivesDvar( dvarString, defaultValue, minValue, maxValue )
{
registerWatchDvarInt( "numlives", defaultValue );
}
setOverTimeLimitDvar( value )
{
makeDvarServerInfo( "overtimeTimeLimit", value );
}
get_damageable_player( player, playerpos )
{
newent = spawnstruct();
newent.isPlayer = true;
newent.isADestructable = false;
newent.entity = player;
newent.damageCenter = playerpos;
return newent;
}
get_damageable_sentry( sentry, sentryPos )
{
newent = spawnstruct();
newent.isPlayer = false;
newent.isADestructable = false;
newent.isSentry = true;
newent.entity = sentry;
newent.damageCenter = sentryPos;
return newent;
}
get_damageable_grenade( grenade, entpos )
{
newent = spawnstruct();
newent.isPlayer = false;
newent.isADestructable = false;
newent.entity = grenade;
newent.damageCenter = entpos;
return newent;
}
get_damageable_player_pos( player )
{
return player.origin + ( 0, 0, 32 );
}
get_damageable_grenade_pos( grenade )
{
return grenade.origin;
}
// this should be a code function.
getDvarVec( dvarName )
{
dvarString = getDvar( dvarName );
if ( dvarString == "" )
return( 0, 0, 0 );
dvarTokens = strTok( dvarString, " " );
if ( dvarTokens.size < 3 )
return( 0, 0, 0 );
setDvar( "tempR", dvarTokens[ 0 ] );
setDvar( "tempG", dvarTokens[ 1 ] );
setDvar( "tempB", dvarTokens[ 2 ] );
return( ( getDvarFloat( "tempR" ), getDvarFloat( "tempG" ), getDvarFloat( "tempB" ) ) );
}
strip_suffix( lookupString, stripString )
{
if ( lookupString.size <= stripString.size )
return lookupString;
if ( getSubStr( lookupString, lookupString.size - stripString.size, lookupString.size ) == stripString )
return getSubStr( lookupString, 0, lookupString.size - stripString.size );
return lookupString;
}
_takeWeaponsExcept( saveWeapon )
{
weaponsList = self GetWeaponsListAll();
foreach ( weapon in weaponsList )
{
if ( weapon == saveWeapon )
{
continue;
}
else
{
self takeWeapon( weapon );
}
}
}
saveData()
{
saveData = spawnstruct();
saveData.offhandClass = self getOffhandSecondaryClass();
saveData.actionSlots = self.saved_actionSlotData;
saveData.currentWeapon = self getCurrentWeapon();
weaponsList = self GetWeaponsListAll();
saveData.weapons = [];
foreach ( weapon in weaponsList )
{
if ( weaponInventoryType( weapon ) == "exclusive" )
continue;
if ( weaponInventoryType( weapon ) == "altmode" )
continue;
saveWeapon = spawnStruct();
saveWeapon.name = weapon;
saveWeapon.clipAmmoR = self getWeaponAmmoClip( weapon, "right" );
saveWeapon.clipAmmoL = self getWeaponAmmoClip( weapon, "left" );
saveWeapon.stockAmmo = self getWeaponAmmoStock( weapon );
/* save camo? */
if ( isDefined( self.throwingGrenade ) && self.throwingGrenade == weapon )
saveWeapon.stockAmmo--;
assert( saveWeapon.stockAmmo >= 0 );
saveData.weapons[saveData.weapons.size] = saveWeapon;
}
self.script_saveData = saveData;
}
restoreData()
{
saveData = self.script_saveData;
self setOffhandSecondaryClass( saveData.offhandClass );
foreach ( weapon in saveData.weapons )
{
//if ( weapon.name == self.loadoutPrimary + "_mp" )
self _giveWeapon( weapon.name, int(tableLookup( "mp/camoTable.csv", 1, self.loadoutPrimaryCamo, 0 )) );
//else
//self _giveWeapon( weapon.name );
self setWeaponAmmoClip( weapon.name, weapon.clipAmmoR, "right" );
if ( isSubStr( weapon.name, "akimbo" ) )
self setWeaponAmmoClip( weapon.name, weapon.clipAmmoL, "left" );
self setWeaponAmmoStock( weapon.name, weapon.stockAmmo );
}
foreach ( slotID, actionSlot in saveData.actionSlots )
self _setActionSlot( slotID, actionSlot.type, actionSlot.item );
if ( self getCurrentWeapon() == "none" )
{
weapon = saveData.currentWeapon;
if ( weapon == "none" )
weapon = self getLastWeapon();
// Can remove this when "spawn" isn't used after final stand
self setSpawnWeapon( weapon );
self switchToWeapon( weapon );
}
}
_setActionSlot( slotID, type, item )
{
self.saved_actionSlotData[slotID].type = type;
self.saved_actionSlotData[slotID].item = item;
self setActionSlot( slotID, type, item );
}
isFloat( value )
{
if ( int( value ) != value )
return true;
return false;
}
registerWatchDvarInt( nameString, defaultValue )
{
dvarString = "scr_" + level.gameType + "_" + nameString;
level.watchDvars[ dvarString ] = spawnStruct();
level.watchDvars[ dvarString ].value = getDvarInt( dvarString, defaultValue );
level.watchDvars[ dvarString ].type = "int";
level.watchDvars[ dvarString ].notifyString = "update_" + nameString;
}
registerWatchDvarFloat( nameString, defaultValue )
{
dvarString = "scr_" + level.gameType + "_" + nameString;
level.watchDvars[ dvarString ] = spawnStruct();
level.watchDvars[ dvarString ].value = getDvarFloat( dvarString, defaultValue );
level.watchDvars[ dvarString ].type = "float";
level.watchDvars[ dvarString ].notifyString = "update_" + nameString;
}
registerWatchDvar( nameString, defaultValue )
{
dvarString = "scr_" + level.gameType + "_" + nameString;
level.watchDvars[ dvarString ] = spawnStruct();
level.watchDvars[ dvarString ].value = getDvar( dvarString, defaultValue );
level.watchDvars[ dvarString ].type = "string";
level.watchDvars[ dvarString ].notifyString = "update_" + nameString;
}
getWatchedDvar( dvarString )
{
dvarString = "scr_" + level.gameType + "_" + dvarString;
return( level.watchDvars[ dvarString ].value );
}
updateWatchedDvars()
{
while ( game[ "state" ] == "playing" )
{
watchDvars = getArrayKeys( level.watchDvars );
foreach ( dvarString in watchDvars )
{
if ( level.watchDvars[ dvarString ].type == "string" )
dvarValue = getProperty( dvarString, level.watchDvars[ dvarString ].value );
else if ( level.watchDvars[ dvarString ].type == "float" )
dvarValue = getFloatProperty( dvarString, level.watchDvars[ dvarString ].value );
else
dvarValue = getIntProperty( dvarString, level.watchDvars[ dvarString ].value );
if ( dvarValue != level.watchDvars[ dvarString ].value )
{
level.watchDvars[ dvarString ].value = dvarValue;
level notify( level.watchDvars[ dvarString ].notifyString, dvarValue );
}
}
wait( 1.0 );
}
}
isRoundBased()
{
if ( !level.teamBased )
return false;
if ( getWatchedDvar( "winlimit" ) != 1 && getWatchedDvar( "roundlimit" ) != 1 )
return true;
return false;
}
isLastRound()
{
if ( !level.teamBased )
return true;
if ( getWatchedDvar( "roundlimit" ) > 1 && game[ "roundsPlayed" ] >= ( getWatchedDvar( "roundlimit" ) - 1 ) )
return true;
if ( getWatchedDvar( "winlimit" ) > 1 && game[ "roundsWon" ][ "allies" ] >= getWatchedDvar( "winlimit" ) - 1 && game[ "roundsWon" ][ "axis" ] >= getWatchedDvar( "winlimit" ) - 1 )
return true;
return false;
}
wasOnlyRound()
{
if ( !level.teamBased )
return true;
if ( getWatchedDvar( "winlimit" ) == 1 && hitWinLimit() )
return true;
if ( getWatchedDvar( "roundlimit" ) == 1 )
return true;
return false;
}
wasLastRound()
{
if ( level.forcedEnd )
return true;
if ( !level.teamBased )
return true;
if ( hitRoundLimit() || hitWinLimit() )
return true;
return false;
}
hitRoundLimit()
{
if ( getWatchedDvar( "roundlimit" ) <= 0 )
return false;
return( game[ "roundsPlayed" ] >= getWatchedDvar( "roundlimit" ) );
}
hitScoreLimit()
{
if ( isObjectiveBased() )
return false;
if ( getWatchedDvar( "scorelimit" ) <= 0 )
return false;
if ( level.teamBased )
{
if ( game[ "teamScores" ][ "allies" ] >= getWatchedDvar( "scorelimit" ) || game[ "teamScores" ][ "axis" ] >= getWatchedDvar( "scorelimit" ) )
return true;
}
else
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( isDefined( player.score ) && player.score >= getWatchedDvar( "scorelimit" ) )
return true;
}
}
return false;
}
hitWinLimit()
{
if ( getWatchedDvar( "winlimit" ) <= 0 )
return false;
if ( !level.teamBased )
return true;
if ( getRoundsWon( "allies" ) >= getWatchedDvar( "winlimit" ) || getRoundsWon( "axis" ) >= getWatchedDvar( "winlimit" ) )
return true;
return false;
}
getScoreLimit()
{
if ( isRoundBased() )
{
if ( getWatchedDvar( "roundlimit" ) )
return ( getWatchedDvar( "roundlimit" ) );
else
return ( getWatchedDvar( "winlimit" ) );
}
else
{
return ( getWatchedDvar( "scorelimit" ) );
}
}
getRoundsWon( team )
{
return game[ "roundsWon" ][ team ];
}
isObjectiveBased()
{
return level.objectiveBased;
}
getTimeLimit()
{
if ( inOvertime() && ( !isDefined(game[ "inNukeOvertime" ]) || !game[ "inNukeOvertime" ] ) )
{
timeLimit = int( getDvar( "overtimeTimeLimit" ) );
if ( isDefined( timeLimit ) )
return timeLimit;
else
return 1;
}
else if ( isDefined(level.dd) && level.dd && isDefined( level.bombexploded ) && level.bombexploded > 0 ) //to handle extra time added by dd bombs
{
return ( getWatchedDvar( "timelimit" ) + ( level.bombexploded * level.ddTimeToAdd ) );
}
else
{
return getWatchedDvar( "timelimit" );
}
}
getHalfTime()
{
if ( inOvertime() )
return false;
else if ( isDefined( game[ "inNukeOvertime" ] ) && game[ "inNukeOvertime" ] )
return false;
else
return getWatchedDvar( "halftime" );
}
inOvertime()
{
return ( isDefined( game["status"] ) && game["status"] == "overtime" );
}
gameHasStarted()
{
if ( level.teamBased )
return( level.hasSpawned[ "axis" ] && level.hasSpawned[ "allies" ] );
else
return( level.maxPlayerCount > 1 );
}
getAverageOrigin( ent_array )
{
avg_origin = ( 0, 0, 0 );
if ( !ent_array.size )
return undefined;
foreach ( ent in ent_array )
avg_origin += ent.origin;
avg_x = int( avg_origin[ 0 ] / ent_array.size );
avg_y = int( avg_origin[ 1 ] / ent_array.size );
avg_z = int( avg_origin[ 2 ] / ent_array.size );
avg_origin = ( avg_x, avg_y, avg_z );
return avg_origin;
}
getLivingPlayers( team )
{
player_array = [];
foreach ( player in level.players )
{
if ( !isAlive( player ) )
continue;
if ( level.teambased && isdefined( team ) )
{
if ( team == player.pers[ "team" ] )
player_array[ player_array.size ] = player;
}
else
{
player_array[ player_array.size ] = player;
}
}
return player_array;
}
setUsingRemote( remoteName )
{
if ( isDefined( self.carryIcon) )
self.carryIcon.alpha = 0;
assert( !self isUsingRemote() );
self.usingRemote = remoteName;
self _disableOffhandWeapons();
self notify( "using_remote" );
}
getRemoteName()
{
assert( self isUsingRemote() );
return self.usingRemote;
}
freezeControlsWrapper( frozen )
{
if ( isDefined( level.hostMigrationTimer ) )
{
self freezeControls( true );
return;
}
self freezeControls( frozen );
}
clearUsingRemote()
{
//if ( !isWeaponEnabled() )
// self disableWeapons();
if ( isDefined( self.carryIcon) )
self.carryIcon.alpha = 1;
self.usingRemote = undefined;
self _enableOffhandWeapons();
curWeapon = self getCurrentWeapon();
if( curWeapon == "none" || isKillstreakWeapon( curWeapon ) )
self switchToWeapon( self Getlastweapon() );
self freezeControlsWrapper( false );
self notify( "stopped_using_remote" );
}
isUsingRemote()
{
return( isDefined( self.usingRemote ) );
}
queueCreate( queueName )
{
if ( !isDefined( level.queues ) )
level.queues = [];
assert( !isDefined( level.queues[ queueName ] ) );
level.queues[ queueName ] = [];
}
queueAdd( queueName, entity )
{
assert( isDefined( level.queues[ queueName ] ) );
level.queues[ queueName ][ level.queues[ queueName ].size ] = entity;
}
queueRemoveFirst( queueName )
{
assert( isDefined( level.queues[ queueName ] ) );
first = undefined;
newQueue = [];
foreach ( element in level.queues[ queueName ] )
{
if ( !isDefined( element ) )
continue;
if ( !isDefined( first ) )
first = element;
else
newQueue[ newQueue.size ] = element;
}
level.queues[ queueName ] = newQueue;
return first;
}
_giveWeapon( weapon, variant, dualWieldOverRide )
{
if ( !isDefined(variant) )
variant = 0;
if ( isSubstr( weapon, "_akimbo" ) || isDefined(dualWieldOverRide) && dualWieldOverRide == true)
self giveWeapon(weapon, variant, true);
else
self giveWeapon(weapon, variant, false);
}
_hasPerk( perkName )
{
if ( isDefined( self.perks[perkName] ) )
return true;
return false;
}
_setPerk( perkName )
{
self.perks[perkName] = true;
if ( isDefined( level.perkSetFuncs[perkName] ) )
self thread [[level.perkSetFuncs[perkName]]]();
self setPerk( perkName, !isDefined( level.scriptPerks[perkName] ) );
}
_unsetPerk( perkName )
{
self.perks[perkName] = undefined;
if ( isDefined( level.perkUnsetFuncs[perkName] ) )
self thread [[level.perkUnsetFuncs[perkName]]]();
self unsetPerk( perkName, !isDefined( level.scriptPerks[perkName] ) );
}
_clearPerks()
{
foreach ( perkName, perkValue in self.perks )
{
if ( isDefined( level.perkUnsetFuncs[perkName] ) )
self [[level.perkUnsetFuncs[perkName]]]();
}
self.perks = [];
self clearPerks();
}
// Quick Sort - pass it an array it will come back sorted
quickSort(array)
{
return quickSortMid(array, 0, array.size -1 );
}
quickSortMid(array, start, end)
{
i = start;
k = end;
if (end - start >= 1)
{
pivot = array[start];
while (k > i)
{
while (array[i] <= pivot && i <= end && k > i)
i++;
while (array[k] > pivot && k >= start && k >= i)
k--;
if (k > i)
array = swap(array, i, k);
}
array = swap(array, start, k);
array = quickSortMid(array, start, k - 1);
array = quickSortMid(array, k + 1, end);
}
else
return array;
return array;
}
swap(array, index1, index2)
{
temp = array[index1];
array[index1] = array[index2];
array[index2] = temp;
return array;
}
_suicide()
{
if ( self isUsingRemote() && !isDefined( self.fauxDead ) )
self thread maps\mp\gametypes\_damage::PlayerKilled_internal( self, self, self, 10000, "MOD_SUICIDE", "frag_grenade_mp", (0,0,0), "none", 0, 1116, true );
else if( !self isUsingRemote() && !isDefined( self.fauxDead ) )
self suicide();
}
isReallyAlive( player )
{
if ( isAlive( player ) && !isDefined( player.fauxDead ) )
return true;
return false;
}
playDeathSound()
{
rand = RandomIntRange( 1,8 );
if ( self.team == "axis" )
self PlaySound( "generic_death_russian_"+ rand );
else
self PlaySound( "generic_death_american_"+ rand );
}
rankingEnabled()
{
assert( isPlayer( self ) );
return ( level.rankedMatch && !self.usingOnlineDataOffline );
}
// only true for private match
privateMatch()
{
return ( level.onlineGame && getDvarInt( "xblive_privatematch" ) );
}
// only true for playlist based LIVE and PSN games
matchMakingGame()
{
return ( level.onlineGame && !getDvarInt( "xblive_privatematch" ) );
}
setAltSceneObj( object, tagName, fov, forceLink )
{
/*
if ( !isDefined( forceLink ) )
forceLink = false;
if ( !getDvarInt( "scr_pipmode" ) && !forceLink )
return;
self endon ( "disconnect" );
if ( !isReallyAlive( self ) )
return;
if ( !forceLink && isDefined( self.altSceneObject ) )
return;
self notify ( "altscene" );
self.altSceneObject = object;
self AlternateSceneCameraLinkTo( object, tagName, fov );
self setClientDvar( "ui_altscene", 1 );
self thread endSceneOnDeath( object );
self thread endSceneOnDeath( self );
self waittill ( "end_altScene" );
self.altSceneObject = undefined;
self AlternateSceneCameraUnlink();
if ( !forceLink )
{
self setClientDvar( "ui_altscene", 2 );
self endon ( "altscene" );
wait ( 2.0 );
}
self setClientDvar( "ui_altscene", 0 );
*/
}
endSceneOnDeath( object )
{
self endon ( "altscene" );
object waittill ( "death" );
self notify ( "end_altScene" );
}
getGametypeNumLives()
{
//commented out to allow diehardhard rules to support mulitiple life gametypes
//if ( level.dieHardMode && !getWatchedDvar( "numlives" ) )
// return 1;
//else
return getWatchedDvar( "numlives" );
}
registerAdrenalineInfo( type, value )
{
if ( !isDefined( level.adrenalineInfo ) )
level.adrenalineInfo = [];
level.adrenalineInfo[type] = value;
}
giveAdrenaline( type )
{
/*
if ( self.adrenaline >= 1000 )
return;
assertEx( isDefined( level.adrenalineInfo[type] ), "Unknown adrenaline type: " + type );
printLn( "setting: " + type + " " + level.adrenalineInfo[type] );
self setAdrenaline( self.adrenaline + level.adrenalineInfo[type] );
if ( self.adrenaline == 1000 )
{
giveCombatHigh( "specialty_endgame" );
}
*/
}
setAdrenaline( value )
{
self.adrenaline = min( value, 1000 );
self setClientDvar( "ui_adrenaline", self.adrenaline );
if ( self.adrenaline < 1000 )
self.combatHigh = undefined;
}
giveCombatHigh( combatHighName )
{
self.combatHigh = combatHighName;
}
arrayInsertion( array, item, index )
{
if ( array.size != 0 )
{
for ( i = array.size; i >= index; i-- )
{
array[i+1] = array[i];
}
}
array[index] = item;
}
getProperty( dvar, defValue )
{
value = defValue;
/#
setDevDvarIfUninitialized( dvar, defValue );
#/
value = getDvar( dvar, defValue );
return value;
}
getIntProperty( dvar, defValue )
{
value = defValue;
/#
setDevDvarIfUninitialized( dvar, defValue );
#/
value = getDvarInt( dvar, defValue );
return value;
}
getFloatProperty( dvar, defValue )
{
value = defValue;
/#
setDevDvarIfUninitialized( dvar, defValue );
#/
value = getDvarFloat( dvar, defValue );
return value;
}
statusMenu( duration )
{
self endon ( "disconnect" );
if ( !isDefined( self._statusMenu ) )
self.statusMenu = false;
if ( self.statusMenu )
return;
self.statusMenu = true;
self openpopupMenu( "status_update" );
wait ( duration );
self closepopupMenu( "status_update" );
// debounce
wait ( 10.0 );
self.statusMenu = false;
}
isChangingWeapon()
{
return ( isDefined( self.changingWeapon ) );
}
isKillstreakWeapon( weapon )
{
if ( weapon == "none" )
return false;
if ( weaponInventoryType( weapon ) == "exclusive" && weapon != "destructible_car" )
return true;
if ( isSubStr( weapon, "killstreak" ) )
return true;
switch ( weapon )
{
case "airdrop_sentry_marker_mp":
case "airdrop_mega_marker_mp":
case "airdrop_marker_mp":
case "cobra_player_minigun_mp": // Chopper Gunner
case "artillery_mp": // Precision Airstrike
case "stealth_bomb_mp": // Stealth Bomber
case "pavelow_minigun_mp": // Pave Low
case "sentry_minigun_mp": // Sentry Gun
case "harrier_20mm_mp": // Harrier Strike
case "ac130_105mm_mp": // AC130
case "ac130_40mm_mp": // AC130
case "ac130_25mm_mp": // AC130
case "remotemissile_projectile_mp": // Hellfire
case "cobra_20mm_mp": // Attack Helicopter
case "nuke_mp": // Nuke
return true;
default:
return false;
}
}
getWeaponClass( weapon )
{
tokens = strTok( weapon, "_" );
weaponClass = tablelookup( "mp/statstable.csv", 4, tokens[0], 2 );
// handle special case weapons like grenades, airdrop markers, etc...
if ( weaponClass == "" )
{
weaponName = strip_suffix( weapon, "_mp" );
weaponClass = tablelookup( "mp/statstable.csv", 4, weaponName, 2 );
}
if ( isMG( weapon ) )
weaponClass = "weapon_mg";
else if ( isKillstreakWeapon( weapon ) )
weaponClass = "killstreak";
else if ( isDeathStreakWeapon( weapon ) )
weaponClass = "deathstreak";
else if ( weapon == "none" ) //airdrop crates
weaponClass = "other";
else if ( weaponClass == "" )
weaponClass = "other";
assertEx( weaponClass != "", "ERROR: invalid weapon class for weapon " + weapon );
return weaponClass;
}
isDeathStreakWeapon( weapon )
{
if( weapon == "c4death_mp" || weapon == "frag_grenade_short_mp" )
return true;
else
return false;
}
getBaseWeaponName( weaponName )
{
tokens = strTok( weaponName, "_" );
return tokens[0];
}
playSoundinSpace( alias, origin )
{
playSoundAtPos( origin, alias );
}
limitDecimalPlaces( value, places )
{
modifier = 1;
for ( i = 0; i < places; i++ )
modifier *= 10;
newvalue = value * modifier;
newvalue = Int( newvalue );
newvalue = newvalue / modifier;
return newvalue;
}
roundDecimalPlaces( value, places, style )
{
if ( !isdefined( style ) )
style = "nearest";
modifier = 1;
for ( i = 0; i < places; i++ )
modifier *= 10;
newValue = value * modifier;
if ( style == "up" )
roundedValue = ceil( newValue );
else if ( style == "down" )
roundedValue = floor( newValue );
else
roundedValue = newvalue + 0.5;
newvalue = Int( roundedValue );
newvalue = newvalue / modifier;
return newvalue;
}
playerForClientId( clientId )
{
foreach ( player in level.players )
{
if ( player.clientId == clientId )
return player;
}
return undefined;
}
isRested()
{
if ( !self rankingEnabled() )
return false;
return ( self getPlayerData( "restXPGoal" ) > self getPlayerData( "experience" ) );
}
stringToFloat( stringVal )
{
floatElements = strtok( stringVal, "." );
floatVal = int( floatElements[0] );
if ( isDefined( floatElements[1] ) )
{
modifier = 1;
for ( i = 0; i < floatElements[1].size; i++ )
modifier *= 0.1;
floatVal += int ( floatElements[1] ) * modifier;
}
return floatVal;
}
setSelfUsable(caller)
{
self makeUsable();
foreach (player in level.players)
{
if (player != caller )
self disablePlayerUse( player );
else
self enablePlayerUse( player );
}
}
makeTeamUsable( team )
{
self makeUsable();
self thread _updateTeamUsable( team );
}
_updateTeamUsable( team )
{
self endon ( "death" );
for ( ;; )
{
foreach (player in level.players)
{
if ( player.team == team )
self enablePlayerUse( player );
else
self disablePlayerUse( player );
}
level waittill ( "joined_team" );
}
}
// More general version of makeTeamUsable() which handles FFA
makeEnemyUsable( owner )
{
self makeUsable();
self thread _updateEnemyUsable( owner );
}
// Only used for Tactical Insertion for now
// If used for other things, handle owner disappearing or changing team
_updateEnemyUsable( owner )
{
// check what happens if the owner leaves
self endon ( "death" );
team = owner.team;
for ( ;; )
{
if ( level.teambased )
{
foreach (player in level.players)
{
if ( player.team != team )
self enablePlayerUse( player );
else
self disablePlayerUse( player );
}
}
else
{
foreach (player in level.players)
{
if ( player != owner )
self enablePlayerUse( player );
else
self disablePlayerUse( player );
}
}
level waittill ( "joined_team" );
}
}
getNextLifeId()
{
lifeId = getMatchData( "lifeCount" );
if ( lifeId < level.MaxLives )
setMatchData( "lifeCount", lifeId+1 );
return ( lifeId );
}
initGameFlags()
{
if ( !isDefined( game["flags"] ) )
game["flags"] = [];
}
gameFlagInit( flagName, isEnabled )
{
assert( isDefined( game["flags"] ) );
game["flags"][flagName] = isEnabled;
}
gameFlag( flagName )
{
assertEx( isDefined( game["flags"][flagName] ), "gameFlag " + flagName + " referenced without being initialized; usegameFlagInit( <flagName>, <isEnabled> )" );
return ( game["flags"][flagName] );
}
gameFlagSet( flagName )
{
assertEx( isDefined( game["flags"][flagName] ), "gameFlag " + flagName + " referenced without being initialized; usegameFlagInit( <flagName>, <isEnabled> )" );
game["flags"][flagName] = true;
level notify ( flagName );
}
gameFlagClear( flagName )
{
assertEx( isDefined( game["flags"][flagName] ), "gameFlag " + flagName + " referenced without being initialized; usegameFlagInit( <flagName>, <isEnabled> )" );
game["flags"][flagName] = false;
}
gameFlagWait( flagName )
{
assertEx( isDefined( game["flags"][flagName] ), "gameFlag " + flagName + " referenced without being initialized; usegameFlagInit( <flagName>, <isEnabled> )" );
while ( !gameFlag( flagName ) )
level waittill ( flagName );
}
// including grenade launcher, grenade, RPG, C4, claymore
isExplosiveDamage( meansofdeath )
{
explosivedamage = "MOD_GRENADE MOD_GRENADE_SPLASH MOD_PROJECTILE MOD_PROJECTILE_SPLASH MOD_EXPLOSIVE mod_explosive";
if( isSubstr( explosivedamage, meansofdeath ) )
return true;
return false;
}
// if primary weapon damage
isPrimaryDamage( meansofdeath )
{
// including pistols as well since sometimes they share ammo
if( meansofdeath == "MOD_RIFLE_BULLET" || meansofdeath == "MOD_PISTOL_BULLET" || meansofdeath == "MOD_EXPLOSIVE_BULLET" )
return true;
return false;
}
initLevelFlags()
{
if ( !isDefined( level.levelFlags ) )
level.levelFlags = [];
}
levelFlagInit( flagName, isEnabled )
{
assert( isDefined( level.levelFlags ) );
level.levelFlags[flagName] = isEnabled;
}
levelFlag( flagName )
{
assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( <flagName>, <isEnabled> )" );
return ( level.levelFlags[flagName] );
}
levelFlagSet( flagName )
{
assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( <flagName>, <isEnabled> )" );
level.levelFlags[flagName] = true;
level notify ( flagName );
}
levelFlagClear( flagName )
{
assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( <flagName>, <isEnabled> )" );
level.levelFlags[flagName] = false;
level notify ( flagName );
}
levelFlagWait( flagName )
{
assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( <flagName>, <isEnabled> )" );
while ( !levelFlag( flagName ) )
level waittill ( flagName );
}
levelFlagWaitOpen( flagName )
{
assertEx( isDefined( level.levelFlags[flagName] ), "levelFlag " + flagName + " referenced without being initialized; use levelFlagInit( <flagName>, <isEnabled> )" );
while ( levelFlag( flagName ) )
level waittill ( flagName );
}
getWeaponAttachments( weapon )
{
tokenizedWeapon = strTok( weapon, "_" );
attachmentArray = [];
if( tokenizedWeapon.size < 3 || tokenizedWeapon[1] == "_mp" )
{
attachmentArray[0] = "none";
}
else if( tokenizedWeapon.size > 3 )
{
attachmentArray[0] = tokenizedWeapon[1];
attachmentArray[1] = tokenizedWeapon[2];
}
else
{
attachmentArray[0] = tokenizedWeapon[1];
}
return attachmentArray;
}
isEMPed()
{
if ( self.team == "spectator" )
return false;
if ( level.teamBased )
return ( level.teamEMPed[self.team] );
else
return ( isDefined( level.empPlayer ) && level.empPlayer != self );
}
isNuked()
{
if ( self.team == "spectator" )
return false;
return ( isDefined( self.nuked ) );
}
isBulletDamage( meansofdeath )
{
bulletDamage = "MOD_RIFLE_BULLET MOD_PISTOL_BULLET MOD_HEADSHOT";
if( isSubstr( bulletDamage, meansofdeath ) )
return true;
return false;
}
getPlayerForGuid( guid )
{
foreach ( player in level.players )
{
if ( player.guid == guid )
return player;
}
return undefined;
}
teamPlayerCardSplash( splash, owner, team )
{
if ( level.hardCoreMode )
return;
foreach ( player in level.players )
{
if ( isDefined( team ) && player.team != team )
continue;
player thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( splash, owner );
}
}
isCACPrimaryWeapon( weapName )
{
switch ( getWeaponClass( weapName ) )
{
case "weapon_smg":
case "weapon_assault":
case "weapon_riot":
case "weapon_sniper":
case "weapon_lmg":
return true;
default:
return false;
}
}
isCACSecondaryWeapon( weapName )
{
switch ( getWeaponClass( weapName ) )
{
case "weapon_projectile":
case "weapon_pistol":
case "weapon_machine_pistol":
case "weapon_shotgun":
return true;
default:
return false;
}
}
getLastLivingPlayer( team )
{
livePlayer = undefined;
foreach ( player in level.players )
{
if ( isDefined( team ) && player.team != team )
continue;
if ( !isReallyAlive( player ) && !player maps\mp\gametypes\_playerlogic::maySpawn() )
continue;
assertEx( !isDefined( livePlayer ), "getLastLivingPlayer() found more than one live player on team." );
livePlayer = player;
}
return livePlayer;
}
getPotentialLivingPlayers()
{
livePlayers = [];
foreach ( player in level.players )
{
if ( !isReallyAlive( player ) && !player maps\mp\gametypes\_playerlogic::maySpawn() )
continue;
livePlayers[livePlayers.size] = player;
}
return livePlayers;
}
waitTillRecoveredHealth( time, interval )
{
self endon("death");
self endon("disconnect");
fullHealthTime = 0;
if( !isDefined( interval ) )
interval = .05;
if( !isDefined( time ) )
time = 0;
while(1)
{
if ( self.health != self.maxhealth )
fullHealthTime = 0;
else
fullHealthTime += interval;
wait interval;
if ( self.health == self.maxhealth && fullHealthTime >= time )
break;
}
return;
}
_objective_delete( objID )
{
objective_delete( objID);
if ( !isDefined( level.reclaimedReservedObjectives ) )
{
level.reclaimedReservedObjectives = [];
level.reclaimedReservedObjectives[0] = objID;
}
else
{
level.reclaimedReservedObjectives[ level.reclaimedReservedObjectives.size ] = objID;
}
}
touchingBadTrigger()
{
killTriggers = getEntArray( "trigger_hurt", "classname" );
foreach ( trigger in killTriggers )
{
if ( self isTouching( trigger ) )
return true;
}
radTriggers = getEntArray( "radiation", "targetname" );
foreach ( trigger in radTriggers )
{
if ( self isTouching( trigger ) )
return true;
}
return false;
}
setThirdPersonDOF( isEnabled )
{
if ( isEnabled )
self setDepthOfField( 0, 110, 512, 4096, 6, 1.8 );
else
self setDepthOfField( 0, 0, 512, 512, 4, 0 );
}
killTrigger( pos, radius, height )
{
trig = spawn( "trigger_radius", pos, 0, radius, height );
/#
if ( getdvar( "scr_killtriggerdebug" ) == "1" )
thread killTriggerDebug( pos, radius, height );
#/
for ( ;; )
{
/#
if ( getdvar( "scr_killtriggerradius" ) != "" )
radius = int(getdvar( "scr_killtriggerradius" ));
#/
trig waittill( "trigger", player );
if ( !isPlayer( player ) )
continue;
player suicide();
}
}
/#
killTriggerDebug( pos, radius, height )
{
for ( ;; )
{
for ( i = 0; i < 20; i++ )
{
angle = i / 20 * 360;
nextangle = (i+1) / 20 * 360;
linepos = pos + (cos(angle) * radius, sin(angle) * radius, 0);
nextlinepos = pos + (cos(nextangle) * radius, sin(nextangle) * radius, 0);
line( linepos, nextlinepos );
line( linepos + (0,0,height), nextlinepos + (0,0,height) );
line( linepos, linepos + (0,0,height) );
}
wait .05;
}
}
#/
allowTeamChoice()
{
allowed = int( tableLookup( "mp/gametypesTable.csv", 0, level.gameType, 4 ) );
assert( isDefined( allowed ) );
return allowed;
}
allowClassChoice()
{
allowed = int( tableLookup( "mp/gametypesTable.csv", 0, level.gameType, 5 ) );
assert( isDefined( allowed ) );
return allowed;
}