mapvision fix

This commit is contained in:
INeedBots 2020-09-23 13:55:11 -06:00
parent 7c4bb2e8a8
commit 60cfeb84bb
7 changed files with 41 additions and 26 deletions

View File

@ -1,6 +1,18 @@
#include common_scripts\utility; #include common_scripts\utility;
#include maps\mp\gametypes\_hud_util; #include maps\mp\gametypes\_hud_util;
/*
Returns the map's current vision, so its overridable.
*/
getMapVision()
{
vision = getDvar("mapname");
if (isDefined(level.nukeVision))
vision = level.nukeVision;
return vision;
}
exploder_sound() exploder_sound()
{ {
if ( isdefined( self.script_delay ) ) if ( isdefined( self.script_delay ) )
@ -47,7 +59,7 @@ loadModel(info)
============= =============
///ScriptDocBegin ///ScriptDocBegin
"Name: delayThread( <delay>, <function>, <arg1>, <arg2>, <arg3>, <arg4> )" "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!" "Summary: Delaythread is cool! It saves you from having to write extra script for once off commands. Note you don<EFBFBD>t have to thread it off. Delaythread is that smart!"
"Module: Utility" "Module: Utility"
"MandatoryArg: <delay> : The delay before the function occurs" "MandatoryArg: <delay> : The delay before the function occurs"
"MandatoryArg: <delay> : The function to run." "MandatoryArg: <delay> : The function to run."

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@ -458,11 +458,11 @@ PlayerKilled_internal( eInflictor, attacker, victim, iDamage, sMeansOfDeath, sWe
{ {
if ( isDefined( victim.endGame ) ) if ( isDefined( victim.endGame ) )
{ {
victim VisionSetNakedForPlayer( getDvar( "mapname" ), 2 ); victim VisionSetNakedForPlayer( getMapVision(), 2 );
} }
else if ( !isDefined( victim.nuked ) ) else if ( !isDefined( victim.nuked ) )
{ {
victim VisionSetNakedForPlayer( getDvar( "mapname" ), 0 ); victim VisionSetNakedForPlayer( getMapVision(), 0 );
victim ThermalVisionOff(); victim ThermalVisionOff();
} }
} }
@ -917,7 +917,7 @@ doFinalKillcam( delay, victim, attacker, attackerNum, killcamentityindex, killca
{ {
player closePopupMenu(); player closePopupMenu();
player closeInGameMenu(); player closeInGameMenu();
player VisionSetNakedForPlayer( getDvar( "mapname" ), 0 ); player VisionSetNakedForPlayer( getMapVision(), 0 );
player.killcamentitylookat = victim getEntityNumber(); player.killcamentitylookat = victim getEntityNumber();
if ( (player != victim || (!isRoundBased() || isLastRound())) && player _hasPerk( "specialty_copycat" ) ) if ( (player != victim || (!isRoundBased() || isLastRound())) && player _hasPerk( "specialty_copycat" ) )

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@ -1072,7 +1072,7 @@ matchStartTimer_Internal( countTime, matchStartTimer )
wait ( matchStartTimer.inFrames * 0.05 ); wait ( matchStartTimer.inFrames * 0.05 );
matchStartTimer setValue( countTime ); matchStartTimer setValue( countTime );
if ( countTime == 2 ) if ( countTime == 2 )
visionSetNaked( getDvar( "mapname" ), 3.0 ); visionSetNaked( getMapVision(), 3.0 );
countTime--; countTime--;
wait ( 1 - (matchStartTimer.inFrames * 0.05) ); wait ( 1 - (matchStartTimer.inFrames * 0.05) );
} }
@ -1105,12 +1105,12 @@ matchStartTimer( type, duration )
if ( countTime >= 2 ) if ( countTime >= 2 )
{ {
matchStartTimer_Internal( countTime, matchStartTimer ); matchStartTimer_Internal( countTime, matchStartTimer );
visionSetNaked( getDvar( "mapname" ), 3.0 ); visionSetNaked( getMapVision(), 3.0 );
} }
else else
{ {
visionSetNaked( "mpIntro", 0 ); visionSetNaked( "mpIntro", 0 );
visionSetNaked( getDvar( "mapname" ), 1.0 ); visionSetNaked( getMapVision(), 1.0 );
} }
matchStartTimer destroyElem(); matchStartTimer destroyElem();
@ -1119,7 +1119,7 @@ matchStartTimer( type, duration )
matchStartTimerSkip() matchStartTimerSkip()
{ {
visionSetNaked( getDvar( "mapname" ), 0 ); visionSetNaked( getMapVision(), 0 );
} }
@ -3100,7 +3100,7 @@ doFinalKillCam()
if( isDefined( level.nukeDetonated ) ) if( isDefined( level.nukeDetonated ) )
player VisionSetNakedForPlayer( "mpnuke_aftermath", 0 ); player VisionSetNakedForPlayer( "mpnuke_aftermath", 0 );
else else
player VisionSetNakedForPlayer( getDvar( "mapname" ), 0 ); player VisionSetNakedForPlayer( getMapVision(), 0 );
player.killcamentitylookat = victim getEntityNumber(); player.killcamentitylookat = victim getEntityNumber();

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@ -128,7 +128,7 @@ EMP_JamTeam( teamName, duration, delay, silent )
// however, if the client receives the previous visionset change in the same packet as this one, // however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one. // this will force them to lerp from the bright one to the normal one.
visionSetNaked( "coup_sunblind", 0 ); visionSetNaked( "coup_sunblind", 0 );
visionSetNaked( getDvar( "mapname" ), 3.0 ); visionSetNaked( getMapVision(), 3.0 );
} }
level.teamEMPed[teamName] = true; level.teamEMPed[teamName] = true;
@ -183,7 +183,7 @@ EMP_JamPlayers( owner, duration, delay, silent )
// however, if the client receives the previous visionset change in the same packet as this one, // however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one. // this will force them to lerp from the bright one to the normal one.
visionSetNaked( "coup_sunblind", 0 ); visionSetNaked( "coup_sunblind", 0 );
visionSetNaked( getDvar( "mapname" ), 3.0 ); visionSetNaked( getMapVision(), 3.0 );
} }
level notify ( "emp_update" ); level notify ( "emp_update" );

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@ -751,9 +751,8 @@ clearRideIntro( delay )
wait( delay ); wait( delay );
//self freezeControlsWrapper( false ); //self freezeControlsWrapper( false );
if ( !isDefined( level.nukeVisionInProgress ) ) self VisionSetNakedForPlayer( getMapVision(), 0 );
self VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
} }
destroyOnEvents(elem) destroyOnEvents(elem)

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@ -84,10 +84,8 @@ onPlayerSpawned()
if(isDefined(level.moabXP[self.team]) || isDefined(level.moabXP[self.guid])) if(isDefined(level.moabXP[self.team]) || isDefined(level.moabXP[self.guid]))
self.xpScaler = 2; self.xpScaler = 2;
if (isDefined(level.nukeVisionInProgress) && level.nukePermAftermath) if (isDefined(level.nukeVision))
{ self visionSetNakedForPlayer( level.nukeVision, 0 );
self visionSetNakedForPlayer( "aftermath", 0 );
}
} }
} }
@ -355,11 +353,13 @@ nukeVision()
level endon ( "nuke_cancelled" ); level endon ( "nuke_cancelled" );
level.nukeVisionInProgress = true; level.nukeVisionInProgress = true;
visionSetNaked( "mpnuke", 3 ); level.nukeVision = "mpnuke";
visionSetNaked( level.nukeVision, 3 );
level waittill( "nuke_death" ); level waittill( "nuke_death" );
visionSetNaked( "mpnuke_aftermath", 5 ); level.nukeVision = "mpnuke_aftermath";
visionSetNaked( level.nukeVision, 5 );
if( level.NukeEndsGame ) if( level.NukeEndsGame )
{ {
@ -372,13 +372,17 @@ nukeVision()
if (level.nukePermAftermath) if (level.nukePermAftermath)
{ {
visionSetNaked( "aftermath", 1 ); level.nukeVision = "aftermath";
VisionSetPain("aftermath");
visionSetNaked( level.nukeVision, 1 );
VisionSetPain( level.nukeVision );
} }
else else
{ {
level.nukeVision = undefined;
level.nukeVisionInProgress = undefined; level.nukeVisionInProgress = undefined;
visionSetNaked( getDvar( "mapname" ), 10 );
visionSetNaked( getMapVision(), 10 );
} }
} }
} }

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@ -103,7 +103,7 @@ unsetEndGame()
revertVisionSet() revertVisionSet()
{ {
self VisionSetNakedForPlayer( getDvar( "mapname" ), 1 ); self VisionSetNakedForPlayer( getMapVision(), 1 );
} }
endGameDeath( duration ) endGameDeath( duration )
@ -773,7 +773,7 @@ toggleBlastShield( isEnabled )
self VisionSetNakedForPlayer( "black_bw", 0.15 ); self VisionSetNakedForPlayer( "black_bw", 0.15 );
wait ( 0.15 ); wait ( 0.15 );
self _setPerk( "_specialty_blastshield" ); self _setPerk( "_specialty_blastshield" );
self VisionSetNakedForPlayer( getDvar( "mapname" ), 0 ); self VisionSetNakedForPlayer( getMapVision(), 0 );
self playSoundToPlayer( "item_blast_shield_on", self ); self playSoundToPlayer( "item_blast_shield_on", self );
} }
else else
@ -781,7 +781,7 @@ toggleBlastShield( isEnabled )
self VisionSetNakedForPlayer( "black_bw", 0.15 ); self VisionSetNakedForPlayer( "black_bw", 0.15 );
wait ( 0.15 ); wait ( 0.15 );
self _unsetPerk( "_specialty_blastshield" ); self _unsetPerk( "_specialty_blastshield" );
self VisionSetNakedForPlayer( getDvar( "mapname" ), 0 ); self VisionSetNakedForPlayer( getMapVision(), 0 );
self playSoundToPlayer( "item_blast_shield_off", self ); self playSoundToPlayer( "item_blast_shield_off", self );
} }
} }