base common_mp gsc

This commit is contained in:
INeedBots
2020-09-22 15:41:19 -06:00
parent 3cf6f09460
commit b68d4c9bf3
9 changed files with 10916 additions and 0 deletions

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#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" );
level.teamEMPed["allies"] = false;
level.teamEMPed["axis"] = false;
level.empPlayer = undefined;
if ( level.teamBased )
level thread EMP_TeamTracker();
else
level thread EMP_PlayerTracker();
level.killstreakFuncs["emp"] = ::EMP_Use;
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill( "spawned_player" );
if ( (level.teamBased && level.teamEMPed[self.team]) || (!level.teamBased && isDefined( level.empPlayer ) && level.empPlayer != self) )
self setEMPJammed( true );
}
}
EMP_Use( lifeId, delay )
{
assert( isDefined( self ) );
if ( !isDefined( delay ) )
delay = 5.0;
myTeam = self.pers["team"];
otherTeam = level.otherTeam[myTeam];
if ( level.teamBased )
self thread EMP_JamTeam( otherTeam, 60.0, delay );
else
self thread EMP_JamPlayers( self, 60.0, delay );
self maps\mp\_matchdata::logKillstreakEvent( "emp", self.origin );
self notify( "used_emp" );
return true;
}
EMP_JamTeam( teamName, duration, delay )
{
level endon ( "game_ended" );
assert( teamName == "allies" || teamName == "axis" );
//wait ( delay );
thread teamPlayerCardSplash( "used_emp", self );
level notify ( "EMP_JamTeam" + teamName );
level endon ( "EMP_JamTeam" + teamName );
foreach ( player in level.players )
{
player playLocalSound( "emp_activate" );
if ( player.team != teamName )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player RadarJamOff();
}
visionSetNaked( "coup_sunblind", 0.1 );
thread empEffects();
wait ( 0.1 );
// resetting the vision set to the same thing won't normally have an effect.
// 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.
visionSetNaked( "coup_sunblind", 0 );
visionSetNaked( getDvar( "mapname" ), 3.0 );
level.teamEMPed[teamName] = true;
level notify ( "emp_update" );
level destroyActiveVehicles( self );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( duration );
level.teamEMPed[teamName] = false;
foreach ( player in level.players )
{
if ( player.team != teamName )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player RadarJamOn();
}
level notify ( "emp_update" );
}
EMP_JamPlayers( owner, duration, delay )
{
level notify ( "EMP_JamPlayers" );
level endon ( "EMP_JamPlayers" );
assert( isDefined( owner ) );
//wait ( delay );
foreach ( player in level.players )
{
player playLocalSound( "emp_activate" );
if ( player == owner )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player RadarJamOff();
}
visionSetNaked( "coup_sunblind", 0.1 );
thread empEffects();
wait ( 0.1 );
// resetting the vision set to the same thing won't normally have an effect.
// 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.
visionSetNaked( "coup_sunblind", 0 );
visionSetNaked( getDvar( "mapname" ), 3.0 );
level notify ( "emp_update" );
level.empPlayer = owner;
level.empPlayer thread empPlayerFFADisconnect();
level destroyActiveVehicles( owner );
level notify ( "emp_update" );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( duration );
foreach ( player in level.players )
{
if ( player == owner )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player RadarJamOn();
}
level.empPlayer = undefined;
level notify ( "emp_update" );
level notify ( "emp_ended" );
}
empPlayerFFADisconnect()
{
level endon ( "EMP_JamPlayers" );
level endon ( "emp_ended" );
self waittill( "disconnect" );
level notify ( "emp_update" );
}
empEffects()
{
foreach( player in level.players )
{
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
empDistance = 20000;
empEnt = Spawn( "script_model", player.origin + ( 0, 0, 8000 ) + Vector_Multiply( playerForward, empDistance ) );
empEnt setModel( "tag_origin" );
empEnt.angles = empEnt.angles + ( 270, 0, 0 );
empEnt thread empEffect( player );
}
}
empEffect( player )
{
player endon( "disconnect" );
wait( 0.5 );
PlayFXOnTagForClients( level._effect[ "emp_flash" ], self, "tag_origin", player );
}
EMP_TeamTracker()
{
level endon ( "game_ended" );
for ( ;; )
{
level waittill_either ( "joined_team", "emp_update" );
foreach ( player in level.players )
{
if ( player.team == "spectator" )
continue;
player setEMPJammed( level.teamEMPed[player.team] );
}
}
}
EMP_PlayerTracker()
{
level endon ( "game_ended" );
for ( ;; )
{
level waittill_either ( "joined_team", "emp_update" );
foreach ( player in level.players )
{
if ( player.team == "spectator" )
continue;
if ( isDefined( level.empPlayer ) && level.empPlayer != player )
player setEMPJammed( true );
else
player setEMPJammed( false );
}
}
}
destroyActiveVehicles( attacker )
{
if ( isDefined( attacker ) )
{
foreach ( heli in level.helis )
radiusDamage( heli.origin, 384, 5000, 5000, attacker );
foreach ( littleBird in level.littleBird )
radiusDamage( littleBird.origin, 384, 5000, 5000, attacker );
foreach ( turret in level.turrets )
radiusDamage( turret.origin, 16, 5000, 5000, attacker );
foreach ( rocket in level.rockets )
rocket notify ( "death" );
if ( level.teamBased )
{
foreach ( uav in level.uavModels["allies"] )
radiusDamage( uav.origin, 384, 5000, 5000, attacker );
foreach ( uav in level.uavModels["axis"] )
radiusDamage( uav.origin, 384, 5000, 5000, attacker );
}
else
{
foreach ( uav in level.uavModels )
radiusDamage( uav.origin, 384, 5000, 5000, attacker );
}
if ( isDefined( level.ac130player ) )
radiusDamage( level.ac130.planeModel.origin+(0,0,10), 1000, 5000, 5000, attacker );
}
else
{
foreach ( heli in level.helis )
radiusDamage( heli.origin, 384, 5000, 5000 );
foreach ( littleBird in level.littleBird )
radiusDamage( littleBird.origin, 384, 5000, 5000 );
foreach ( turret in level.turrets )
radiusDamage( turret.origin, 16, 5000, 5000 );
foreach ( rocket in level.rockets )
rocket notify ( "death" );
if ( level.teamBased )
{
foreach ( uav in level.uavModels["allies"] )
radiusDamage( uav.origin, 384, 5000, 5000 );
foreach ( uav in level.uavModels["axis"] )
radiusDamage( uav.origin, 384, 5000, 5000 );
}
else
{
foreach ( uav in level.uavModels )
radiusDamage( uav.origin, 384, 5000, 5000 );
}
if ( isDefined( level.ac130player ) )
radiusDamage( level.ac130.planeModel.origin+(0,0,10), 1000, 5000, 5000 );
}
}

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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
KILLSTREAK_STRING_TABLE = "mp/killstreakTable.csv";
init()
{
// &&1 Kill Streak!
precacheString( &"MP_KILLSTREAK_N" );
precacheString( &"MP_NUKE_ALREADY_INBOUND" );
precacheString( &"MP_UNAVILABLE_IN_LASTSTAND" );
precacheString( &"MP_UNAVAILABLE_WHEN_EMP" );
precacheString( &"MP_UNAVAILABLE_USING_TURRET" );
precacheString( &"MP_UNAVAILABLE_WHEN_INCAP" );
precacheString( &"MP_HELI_IN_QUEUE" );
initKillstreakData();
level.killstreakFuncs = [];
level.killstreakSetupFuncs = [];
level.killstreakWeapons = [];
level.killStreakMod = 0;
thread maps\mp\killstreaks\_ac130::init();
thread maps\mp\killstreaks\_remotemissile::init();
thread maps\mp\killstreaks\_uav::init();
thread maps\mp\killstreaks\_airstrike::init();
thread maps\mp\killstreaks\_airdrop::init();
thread maps\mp\killstreaks\_helicopter::init();
thread maps\mp\killstreaks\_autosentry::init();
thread maps\mp\killstreaks\_tank::init();
thread maps\mp\killstreaks\_emp::init();
thread maps\mp\killstreaks\_nuke::init();
level.killstreakRoundDelay = getIntProperty( "scr_game_killstreakdelay", 8 );
level thread onPlayerConnect();
}
initKillstreakData()
{
for ( i = 1; true; i++ )
{
retVal = tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 1 );
if ( !isDefined( retVal ) || retVal == "" )
break;
streakRef = tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 1 );
assert( streakRef != "" );
streakUseHint = tableLookupIString( KILLSTREAK_STRING_TABLE, 0, i, 6 );
assert( streakUseHint != &"" );
precacheString( streakUseHint );
streakEarnDialog = tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 8 );
assert( streakEarnDialog != "" );
game[ "dialog" ][ streakRef ] = streakEarnDialog;
streakAlliesUseDialog = tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 9 );
assert( streakAlliesUseDialog != "" );
game[ "dialog" ][ "allies_friendly_" + streakRef + "_inbound" ] = "use_" + streakAlliesUseDialog;
game[ "dialog" ][ "allies_enemy_" + streakRef + "_inbound" ] = "enemy_" + streakAlliesUseDialog;
streakAxisUseDialog = tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 10 );
assert( streakAxisUseDialog != "" );
game[ "dialog" ][ "axis_friendly_" + streakRef + "_inbound" ] = "use_" + streakAxisUseDialog;
game[ "dialog" ][ "axis_enemy_" + streakRef + "_inbound" ] = "enemy_" + streakAxisUseDialog;
streakWeapon = tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 12 );
precacheItem( streakWeapon );
streakPoints = int( tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 13 ) );
assert( streakPoints != 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "killstreak_" + streakRef, streakPoints );
streakShader = tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 14 );
precacheShader( streakShader );
streakShader = tableLookup( KILLSTREAK_STRING_TABLE, 0, i, 15 );
if ( streakShader != "" )
precacheShader( streakShader );
}
}
onPlayerConnect()
{
for ( ;; )
{
level waittill( "connected", player );
if( !isDefined ( player.pers[ "killstreaks" ] ) )
player.pers[ "killstreaks" ] = [];
player.lifeId = 0;
if ( isDefined( player.pers["deaths"] ) )
player.lifeId = player.pers["deaths"];
player VisionSetMissilecamForPlayer( game["thermal_vision"] );
player thread onPlayerSpawned();
player thread onPlayerChangeKit();
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for ( ;; )
{
self waittill( "spawned_player" );
self thread killstreakUseWaiter();
self thread waitForChangeTeam();
self giveOwnedKillstreakItem( true );
}
}
onPlayerChangeKit()
{
self endon( "disconnect" );
for ( ;; )
{
self waittill( "changed_kit" );
self giveOwnedKillstreakItem();
}
}
waitForChangeTeam()
{
self endon ( "disconnect" );
self notify ( "waitForChangeTeam" );
self endon ( "waitForChangeTeam" );
for ( ;; )
{
self waittill ( "joined_team" );
clearKillstreaks();
}
}
isRideKillstreak( streakName )
{
switch( streakName )
{
case "helicopter_minigun":
case "helicopter_mk19":
case "ac130":
case "predator_missile":
return true;
default:
return false;
}
}
isCarryKillstreak( streakName )
{
switch( streakName )
{
case "sentry":
case "sentry_gl":
return true;
default:
return false;
}
}
deadlyKillstreak( streakName )
{
switch ( streakName )
{
case "predator_missile":
case "precision_airstrike":
case "harrier_airstrike":
//case "helicopter":
//case "helicopter_flares":
case "stealth_airstrike":
//case "helicopter_minigun":
case "ac130":
return true;
}
return false;
}
killstreakUsePressed()
{
streakName = self.pers["killstreaks"][0].streakName;
lifeId = self.pers["killstreaks"][0].lifeId;
isEarned = self.pers["killstreaks"][0].earned;
awardXp = self.pers["killstreaks"][0].awardXp;
assert( isDefined( streakName ) );
assert( isDefined( level.killstreakFuncs[ streakName ] ) );
if ( !self isOnGround() && ( isRideKillstreak( streakName ) || isCarryKillstreak( streakName ) ) )
return ( false );
if ( self isUsingRemote() )
return ( false );
if ( isDefined( self.selectingLocation ) )
return ( false );
if ( deadlyKillstreak( streakName ) && level.killstreakRoundDelay && getGametypeNumLives() )
{
if ( level.gracePeriod - level.inGracePeriod < level.killstreakRoundDelay )
{
self iPrintLnBold( &"MP_UNAVAILABLE_FOR_N", (level.killstreakRoundDelay - (level.gracePeriod - level.inGracePeriod)) );
return ( false );
}
}
if ( (level.teamBased && level.teamEMPed[self.team]) || (!level.teamBased && isDefined( level.empPlayer ) && level.empPlayer != self) )
{
self iPrintLnBold( &"MP_UNAVAILABLE_WHEN_EMP" );
return ( false );
}
if ( self IsUsingTurret() && ( isRideKillstreak( streakName ) || isCarryKillstreak( streakName ) ) )
{
self iPrintLnBold( &"MP_UNAVAILABLE_USING_TURRET" );
return ( false );
}
if ( isDefined( self.lastStand ) && isRideKillstreak( streakName ) )
{
self iPrintLnBold( &"MP_UNAVILABLE_IN_LASTSTAND" );
return ( false );
}
if ( !self isWeaponEnabled() )
return ( false );
if ( !self [[ level.killstreakFuncs[ streakName ] ]]( lifeId ) )
return ( false );
self usedKillstreak( streakName, awardXp );
self shuffleKillStreaksFILO( streakName );
self giveOwnedKillstreakItem();
return ( true );
}
//this overwrites killstreak at index 0 and decrements all other killstreaks (FCLS style)
shuffleKillStreaksFILO( streakName )
{
self _setActionSlot( 4, "" );
arraySize = self.pers["killstreaks"].size;
streakIndex = -1;
for ( i = 0; i < arraySize; i++ )
{
if ( self.pers["killstreaks"][i].streakName != streakName )
continue;
streakIndex = i;
break;
}
assert( streakIndex >= 0 );
self.pers["killstreaks"][streakIndex] = undefined;
for( i = streakIndex + 1; i < arraySize; i++ )
{
if ( i == arraySize - 1 )
{
self.pers["killstreaks"][i-1] = self.pers["killstreaks"][i];
self.pers["killstreaks"][i] = undefined;
}
else
{
self.pers["killstreaks"][i-1] = self.pers["killstreaks"][i];
}
}
}
usedKillstreak( streakName, awardXp )
{
self playLocalSound( "weap_c4detpack_trigger_plr" );
if ( awardXp )
self thread [[ level.onXPEvent ]]( "killstreak_" + streakName );
self thread maps\mp\gametypes\_missions::useHardpoint( streakName );
awardref = maps\mp\_awards::getKillstreakAwardRef( streakName );
if ( isDefined( awardref ) )
self thread incPlayerStat( awardref, 1 );
team = self.team;
if ( level.teamBased )
{
thread leaderDialog( team + "_friendly_" + streakName + "_inbound", team );
if ( getKillstreakInformEnemy( streakName ) )
thread leaderDialog( team + "_enemy_" + streakName + "_inbound", level.otherTeam[ team ] );
}
else
{
self thread leaderDialogOnPlayer( team + "_friendly_" + streakName + "_inbound" );
if ( getKillstreakInformEnemy( streakName ) )
{
excludeList[0] = self;
thread leaderDialog( team + "_enemy_" + streakName + "_inbound", undefined, undefined, excludeList );
}
}
}
clearKillstreaks()
{
foreach ( index, streakStruct in self.pers["killstreaks"] )
self.pers["killstreaks"][index] = undefined;
}
killstreakUseWaiter()
{
self endon( "disconnect" );
self endon( "finish_death" );
level endon( "game_ended" );
self.lastKillStreak = 0;
if ( !isDefined( self.pers["lastEarnedStreak"] ) )
self.pers["lastEarnedStreak"] = undefined;
self thread finishDeathWaiter();
for ( ;; )
{
self waittill ( "weapon_change", newWeapon );
if ( !isAlive( self ) )
continue;
if ( !isDefined( self.pers["killstreaks"][0] ) )
continue;
if ( newWeapon != getKillstreakWeapon( self.pers["killstreaks"][0].streakName ) )
continue;
waittillframeend;
streakName = self.pers["killstreaks"][0].streakName;
result = self killstreakUsePressed();
//no force switching weapon for ridable killstreaks
if ( !isRideKillstreak( streakName ) || !result )
self switchToWeapon( self getLastWeapon() );
// give time to switch to the near weapon; when the weapon is none (such as during a "disableWeapon()" period
// re-enabling the weapon immediately does a "weapon_change" to the killstreak weapon we just used. In the case that
// we have two of that killstreak, it immediately uses the second one
if ( self getCurrentWeapon() == "none" )
{
while ( self getCurrentWeapon() == "none" )
wait ( 0.05 );
waittillframeend;
}
}
}
finishDeathWaiter()
{
self endon ( "disconnect" );
self waittill ( "death" );
wait ( 0.05 );
self notify ( "finish_death" );
self.pers["lastEarnedStreak"] = undefined;
}
checkKillstreakReward( streakCount )
{
self notify( "got_killstreak", streakCount );
maxVal = 0;
killStreaks = [];
foreach ( streakVal, streakName in self.killStreaks )
{
killStreaks[streakName] = streakVal;
if ( streakVal > maxVal )
maxVal = streakVal;
}
foreach ( streakVal, streakName in self.killStreaks )
{
actualVal = streakVal + level.killStreakMod;
if ( actualVal > streakCount )
break;
if ( isDefined( self.pers["lastEarnedStreak"] ) && killStreaks[streakName] <= killStreaks[self.pers["lastEarnedStreak"]] )
continue;
if ( isSubStr( streakName, "-rollover" ) )
{
continue;
/*
if ( game["defcon"] > 2 )
{
self.pers["lastEarnedStreak"] = streakName;
continue;
}
useStreakName = strTok( streakName, "-" )[0];
*/
}
else
{
useStreakName = streakName;
}
if ( self tryGiveKillstreak( useStreakName, int(max( actualVal, streakCount )) ) )
{
self thread killstreakEarned( useStreakName );
self.pers["lastEarnedStreak"] = streakName;
}
}
}
killstreakEarned( streakName )
{
if ( self getPlayerData( "killstreaks", 0 ) == streakName )
{
self.firstKillstreakEarned = getTime();
}
else if ( self getPlayerData( "killstreaks", 2 ) == streakName && isDefined( self.firstKillstreakEarned ) )
{
if ( getTime() - self.firstKillstreakEarned < 20000 )
self thread maps\mp\gametypes\_missions::genericChallenge( "wargasm" );
}
}
rewardNotify( streakName, streakVal )
{
self endon( "disconnect" );
self maps\mp\gametypes\_hud_message::killstreakSplashNotify( streakName, streakVal );
}
tryGiveKillstreak( streakName, streakVal )
{
level notify ( "gave_killstreak", streakName );
if ( !level.gameEnded )
self thread rewardNotify( streakName, streakVal );
self giveKillstreak( streakName, streakVal, true );
return true;
}
giveKillstreak( streakName, isEarned, awardXp, owner )
{
self endon ( "disconnect" );
weapon = getKillstreakWeapon( streakName );
self giveKillstreakWeapon( weapon );
// shuffle existing killstreaks up a notch
for( i = self.pers["killstreaks"].size; i >= 0; i-- )
self.pers["killstreaks"][i + 1] = self.pers["killstreaks"][i];
self.pers["killstreaks"][0] = spawnStruct();
self.pers["killstreaks"][0].streakName = streakName;
self.pers["killstreaks"][0].earned = isDefined( isEarned ) && isEarned;
self.pers["killstreaks"][0].awardxp = isDefined( awardXp ) && awardXp;
self.pers["killstreaks"][0].owner = owner;
if ( !self.pers["killstreaks"][0].earned )
self.pers["killstreaks"][0].lifeId = -1;
else
self.pers["killstreaks"][0].lifeId = self.pers["deaths"];
// probably obsolete unless we bring back the autoshotty
if ( isdefined( level.killstreakSetupFuncs[ streakName ] ) )
self [[ level.killstreakSetupFuncs[ streakName ] ]]();
if ( isDefined( isEarned ) && isEarned && isDefined( awardXp ) && awardXp )
self notify( "received_earned_killstreak" );
}
giveKillstreakWeapon( weapon )
{
weaponList = self getWeaponsListItems();
foreach ( item in weaponList )
{
if ( !isSubStr( item, "killstreak" ) )
continue;
if ( self getCurrentWeapon() == item )
continue;
self takeWeapon( item );
}
self _giveWeapon( weapon, 0 );
self _setActionSlot( 4, "weapon", weapon );
}
getStreakCost( streakName )
{
return int( tableLookup( KILLSTREAK_STRING_TABLE, 1, streakName, 4 ) );
}
getKillstreakHint( streakName )
{
return tableLookupIString( KILLSTREAK_STRING_TABLE, 1, streakName, 6 );
}
getKillstreakInformEnemy( streakName )
{
return int( tableLookup( KILLSTREAK_STRING_TABLE, 1, streakName, 11 ) );
}
getKillstreakSound( streakName )
{
return tableLookup( KILLSTREAK_STRING_TABLE, 1, streakName, 7 );
}
getKillstreakDialog( streakName )
{
return tableLookup( KILLSTREAK_STRING_TABLE, 1, streakName, 8 );
}
getKillstreakWeapon( streakName )
{
return tableLookup( KILLSTREAK_STRING_TABLE, 1, streakName, 12 );
}
getKillstreakIcon( streakName )
{
return tableLookup( KILLSTREAK_STRING_TABLE, 1, streakName, 14 );
}
getKillstreakCrateIcon( streakName )
{
return tableLookup( KILLSTREAK_STRING_TABLE, 1, streakName, 15 );
}
giveOwnedKillstreakItem( skipDialog )
{
if ( !isDefined( self.pers["killstreaks"][0] ) )
return;
streakName = self.pers["killstreaks"][0].streakName;
weapon = getKillstreakWeapon( streakName );
self giveKillstreakWeapon( weapon );
if ( !isDefined( skipDialog ) && !level.inGracePeriod )
self leaderDialogOnPlayer( streakName, "killstreak_earned" );
}
initRideKillstreak()
{
self _disableUsability();
result = self initRideKillstreak_internal();
if ( isDefined( self ) )
self _enableUsability();
return result;
}
initRideKillstreak_internal()
{
laptopWait = self waittill_any_timeout( 1.0, "disconnect", "death", "weapon_switch_started" );
if ( laptopWait == "weapon_switch_started" )
return ( "fail" );
if ( !isAlive( self ) )
return "fail";
if ( laptopWait == "disconnect" || laptopWait == "death" )
{
if ( laptopWait == "disconnect" )
return ( "disconnect" );
if ( self.team == "spectator" )
return "fail";
return ( "success" );
}
if ( self isEMPed() || self isNuked() )
{
return ( "fail" );
}
self VisionSetNakedForPlayer( "black_bw", 0.75 );
blackOutWait = self waittill_any_timeout( 0.80, "disconnect", "death" );
if ( blackOutWait != "disconnect" )
{
self thread clearRideIntro( 1.0 );
if ( self.team == "spectator" )
return "fail";
}
if ( !isAlive( self ) )
return "fail";
if ( self isEMPed() || self isNuked() )
return "fail";
if ( blackOutWait == "disconnect" )
return ( "disconnect" );
else
return ( "success" );
}
clearRideIntro( delay )
{
self endon( "disconnect" );
if ( isDefined( delay ) )
wait( delay );
//self freezeControlsWrapper( false );
if ( !isDefined( level.nukeVisionInProgress ) )
self VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
}

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#include common_scripts\utility;
#include maps\mp\_utility;
init()
{
precacheItem( "nuke_mp" );
precacheLocationSelector( "map_nuke_selector" );
precacheString( &"MP_TACTICAL_NUKE_CALLED" );
precacheString( &"MP_FRIENDLY_TACTICAL_NUKE" );
precacheString( &"MP_TACTICAL_NUKE" );
level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
level._effect[ "nuke_flash" ] = loadfx( "explosions/player_death_nuke_flash" );
level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
game["strings"]["nuclear_strike"] = &"MP_TACTICAL_NUKE";
level.killstreakFuncs["nuke"] = ::tryUseNuke;
setDvarIfUninitialized( "scr_nukeTimer", 10 );
setDvarIfUninitialized( "scr_nukeCancelMode", 0 );
level.nukeTimer = getDvarInt( "scr_nukeTimer" );
level.cancelMode = getDvarInt( "scr_nukeCancelMode" );
/#
setDevDvarIfUninitialized( "scr_nukeDistance", 5000 );
setDevDvarIfUninitialized( "scr_nukeEndsGame", true );
setDevDvarIfUninitialized( "scr_nukeDebugPosition", false );
#/
}
tryUseNuke( lifeId, allowCancel )
{
if( isDefined( level.nukeIncoming ) )
{
self iPrintLnBold( &"MP_NUKE_ALREADY_INBOUND" );
return false;
}
if ( self isUsingRemote() && ( !isDefined( level.gtnw ) || !level.gtnw ) )
return false;
if ( !isDefined( allowCancel ) )
allowCancel = true;
self thread doNuke( allowCancel );
self notify( "used_nuke" );
return true;
}
delaythread_nuke( delay, func )
{
level endon ( "nuke_cancelled" );
wait ( delay );
thread [[ func ]]();
}
doNuke( allowCancel )
{
level endon ( "nuke_cancelled" );
level.nukeInfo = spawnStruct();
level.nukeInfo.player = self;
level.nukeInfo.team = self.pers["team"];
level.nukeIncoming = true;
maps\mp\gametypes\_gamelogic::pauseTimer();
level.timeLimitOverride = true;
setGameEndTime( int( gettime() + (level.nukeTimer * 1000) ) );
setDvar( "ui_bomb_timer", 4 ); // Nuke sets '4' to avoid briefcase icon showing
if ( level.teambased )
{
thread teamPlayerCardSplash( "used_nuke", self, self.team );
/*
players = level.players;
foreach( player in level.players )
{
playerteam = player.pers["team"];
if ( isdefined( playerteam ) )
{
if ( playerteam == self.pers["team"] )
player iprintln( &"MP_TACTICAL_NUKE_CALLED", self );
}
}
*/
}
else
{
if ( !level.hardcoreMode )
self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
}
level thread delaythread_nuke( (level.nukeTimer - 3.3), ::nukeSoundIncoming );
level thread delaythread_nuke( level.nukeTimer, ::nukeSoundExplosion );
level thread delaythread_nuke( level.nukeTimer, ::nukeSlowMo );
level thread delaythread_nuke( level.nukeTimer, ::nukeEffects );
level thread delaythread_nuke( (level.nukeTimer + 0.25), ::nukeVision );
level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeDeath );
level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeEarthquake );
level thread nukeAftermathEffect();
if ( level.cancelMode && allowCancel )
level thread cancelNukeOnDeath( self );
// leaks if lots of nukes are called due to endon above.
clockObject = spawn( "script_origin", (0,0,0) );
clockObject hide();
while ( !isDefined( level.nukeDetonated ) )
{
clockObject playSound( "ui_mp_nukebomb_timer" );
wait( 1.0 );
}
}
cancelNukeOnDeath( player )
{
player waittill_any( "death", "disconnect" );
if ( isDefined( player ) && level.cancelMode == 2 )
player thread maps\mp\killstreaks\_emp::EMP_Use( 0, 0 );
maps\mp\gametypes\_gamelogic::resumeTimer();
level.timeLimitOverride = false;
setDvar( "ui_bomb_timer", 0 ); // Nuke sets '4' to avoid briefcase icon showing
level notify ( "nuke_cancelled" );
}
nukeSoundIncoming()
{
level endon ( "nuke_cancelled" );
foreach( player in level.players )
player playlocalsound( "nuke_incoming" );
}
nukeSoundExplosion()
{
level endon ( "nuke_cancelled" );
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
}
nukeEffects()
{
level endon ( "nuke_cancelled" );
setDvar( "ui_bomb_timer", 0 );
setGameEndTime( 0 );
level.nukeDetonated = true;
level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player );
foreach( player in level.players )
{
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeDistance = 5000;
/# nukeDistance = getDvarInt( "scr_nukeDistance" ); #/
nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
/#
if ( getDvarInt( "scr_nukeDebugPosition" ) )
{
lineTop = ( nukeEnt.origin[0], nukeEnt.origin[1], (nukeEnt.origin[2] + 500) );
thread draw_line_for_time( nukeEnt.origin, lineTop, 1, 0, 0, 10 );
}
#/
nukeEnt thread nukeEffect( player );
player.nuked = true;
}
}
nukeEffect( player )
{
level endon ( "nuke_cancelled" );
player endon( "disconnect" );
waitframe();
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}
nukeAftermathEffect()
{
level endon ( "nuke_cancelled" );
level waittill ( "spawning_intermission" );
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
}
nukeSlowMo()
{
level endon ( "nuke_cancelled" );
//SetSlowMotion( <startTimescale>, <endTimescale>, <deltaTime> )
setSlowMotion( 1.0, 0.25, 0.5 );
level waittill( "nuke_death" );
setSlowMotion( 0.25, 1, 2.0 );
}
nukeVision()
{
level endon ( "nuke_cancelled" );
level.nukeVisionInProgress = true;
visionSetNaked( "mpnuke", 3 );
level waittill( "nuke_death" );
visionSetNaked( "mpnuke_aftermath", 5 );
wait 5;
level.nukeVisionInProgress = undefined;
}
nukeDeath()
{
level endon ( "nuke_cancelled" );
level notify( "nuke_death" );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
AmbientStop(1);
foreach( player in level.players )
{
if ( isAlive( player ) )
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( level.nukeInfo.player, level.nukeInfo.player, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
}
level.postRoundTime = 10;
nukeEndsGame = true;
if ( level.teamBased )
thread maps\mp\gametypes\_gamelogic::endGame( level.nukeInfo.team, game["strings"]["nuclear_strike"], true );
else
{
if ( isDefined( level.nukeInfo.player ) )
thread maps\mp\gametypes\_gamelogic::endGame( level.nukeInfo.player, game["strings"]["nuclear_strike"], true );
else
thread maps\mp\gametypes\_gamelogic::endGame( level.nukeInfo, game["strings"]["nuclear_strike"], true );
}
}
nukeEarthquake()
{
level endon ( "nuke_cancelled" );
level waittill( "nuke_death" );
// TODO: need to get a different position to call this on
//earthquake( 0.6, 10, nukepos, 100000 );
//foreach( player in level.players )
//player PlayRumbleOnEntity( "damage_heavy" );
}
waitForNukeCancel()
{
self waittill( "cancel_location" );
self setblurforplayer( 0, 0.3 );
}
endSelectionOn( waitfor )
{
self endon( "stop_location_selection" );
self waittill( waitfor );
self thread stopNukeLocationSelection( (waitfor == "disconnect") );
}
endSelectionOnGameEnd()
{
self endon( "stop_location_selection" );
level waittill( "game_ended" );
self thread stopNukeLocationSelection( false );
}
stopNukeLocationSelection( disconnected )
{
if ( !disconnected )
{
self setblurforplayer( 0, 0.3 );
self endLocationSelection();
self.selectingLocation = undefined;
}
self notify( "stop_location_selection" );
}