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/*
_nuke modded
Author: INeedGames
Date: 09/22/2020
DVARS:
- scr_nuke_is_moab <bool>
false - (default) if a nuke ends the game or is a mw3 moab
- scr_nuke_kills_all <bool>
true - (default) if a nuke kills all, even friendly fire
- scr_nuke_emp_duration <float>
60.0 - (default) how long to have the emp effect on for the nuked
- scr_nuke_perm_vision <bool>
true - (default) if to never change the vision back to normal after a bomb
- scr_nuke_canCall_whenTimePassed <float>
0 - (default) time in seconds that must pass before someone can call in a nuke
- scr_nuke_canCall_whenScoreLimitClose <float>
0 - (default) ratio of current score to the scorelimit before someone can call a nuke in
- scr_nuke_canCall_whenScoreLimitClose_selfOnly <bool>
false - (default) wether or not to take into account just the caller's score, or everyone's score
- scr_nuke_doSlowmo <int>
0 - none
1 - (default) should do a slowmo effect when nuke
2 - only do slowmo effect if its the first nuke of the game
Thanks: H3X1C, Emosewaj, RaidMax
*/
#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 );
setDvarIfUninitialized( "scr_nuke_is_moab", false );
setDvarIfUninitialized( "scr_nuke_doSlowmo", 1 );
setDvarIfUninitialized( "scr_nuke_kills_all", true );
setDvarIfUninitialized( "scr_nuke_emp_duration", 60.0 );
setDvarIfUninitialized( "scr_nuke_perm_vision", true );
setDvarIfUninitialized( "scr_nuke_canCall_whenTimePassed", 0 );
setDvarIfUninitialized( "scr_nuke_canCall_whenScoreLimitClose", 0 );
setDvarIfUninitialized( "scr_nuke_canCall_whenScoreLimitClose_selfOnly", false );
level.nukeTimer = getDvarInt( "scr_nukeTimer" );
level.cancelMode = getDvarInt( "scr_nukeCancelMode" );
level.nukeEndsGame = !getDvarInt( "scr_nuke_is_moab" );
level.nukeDoSlowmo = getDvarInt( "scr_nuke_doSlowmo" );
level.nukeKillsAll = getDvarInt( "scr_nuke_kills_all" );
level.nukeEmpDuration = getDvarFloat( "scr_nuke_emp_duration" );
level.nukePermAftermath = getDvarFloat( "scr_nuke_perm_vision" );
level.canCallNukeAfter = getDvarFloat( "scr_nuke_canCall_whenTimePassed" );
level.canCallNukeCloseScore = getDvarFloat( "scr_nuke_canCall_whenScoreLimitClose" );
level.canCallNukeCloseScore_self = getDvarFloat( "scr_nuke_canCall_whenScoreLimitClose_selfOnly" );
/#
setDevDvarIfUninitialized( "scr_nukeDistance", 5000 );
setDevDvarIfUninitialized( "scr_nukeEndsGame", true );
setDevDvarIfUninitialized( "scr_nukeDebugPosition", false );
#/
level.moabXP = [];
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill( "spawned_player" );
if(isDefined(level.moabXP[self.team]) || isDefined(level.moabXP[self.guid]))
self.xpScaler = 2;
if (isDefined(level.nukeVision))
self visionSetNakedForPlayer( level.nukeVision, 0 );
}
}
tryUseNuke( lifeId, allowCancel )
{
if( isDefined( level.nukeIncoming ) )
{
self iPrintLnBold( &"MP_NUKE_ALREADY_INBOUND" );
return false;
}
secondsPassed = getSecondsPassed();
if (level.canCallNukeAfter > 0 && secondsPassed < level.canCallNukeAfter)
{
self iPrintLnBold( "You can call in the Nuke in " + (level.canCallNukeAfter - secondsPassed) + " seconds." );
return false;
}
scoreLimit = getScoreLimit();
if (level.canCallNukeCloseScore > 0 && scoreLimit > 0)
{
// get highest score
if (level.teamBased)
highestScore = game[ "teamScores" ][ self.team ];
else
highestScore = self.score;
if (!level.canCallNukeCloseScore_self)
{
if (level.teamBased)
{
highestScore = game[ "teamScores" ][ "allies" ];
if (game[ "teamScores" ][ "axis" ] > highestScore)
highestScore = game[ "teamScores" ][ "axis" ];
}
else
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[ i ];
if ( isDefined( player.score ) && player.score > highestScore )
highestScore = player.score;
}
}
}
if ( (highestScore / scoreLimit) < level.canCallNukeCloseScore )
{
prefix = "Your s";
if (!level.canCallNukeCloseScore_self)
prefix = "S";
self iPrintLnBold( prefix + "core needs to pass " + (level.canCallNukeCloseScore * scoreLimit) + " before you can call the Nuke in." );
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 notify ( "nuke_cancelled" );
level endon ( "nuke_cancelled" );
level.nukeInfo = spawnStruct();
level.nukeInfo.player = self;
level.nukeInfo.team = self.pers["team"];
level.nukeIncoming = true;
if(level.nukeEndsGame)
maps\mp\gametypes\_gamelogic::pauseTimer();
level.timeLimitOverride = true;
level.scoreLimitOverride = 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. FIXED
clockObject = spawn( "script_origin", (0,0,0) );
clockObject hide();
level thread killClockObjectOnEndOn(clockObject);
while ( !isDefined( level.nukeDetonated ) )
{
clockObject playSound( "ui_mp_nukebomb_timer" );
wait( 1.0 );
}
clockObject delete();
}
killClockObjectOnEndOn(clockObject)
{
clockObject endon("death");
level waittill( "nuke_cancelled" );
clockObject delete();
}
cancelNukeOnDeath( player )
{
level endon ( "nuke_cancelled" );
player waittill_any( "death", "disconnect" );
if ( isDefined( player ) && level.cancelMode == 2 )
player thread maps\mp\killstreaks\_emp::EMP_Use( 0, 0 );
level.nukeIncoming = undefined;
level.nukeDetonated = undefined;
maps\mp\gametypes\_gamelogic::resumeTimer();
level.timeLimitOverride = false;
level.scoreLimitOverride = false;
level notify( "update_scorelimit" );
foreach(player in level.players)
player.nuked = undefined;
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;
if ( !level.nukeEndsGame )
{
if ( level.teamBased )
{
if (level.nukeEmpDuration != 0)
level.nukeInfo.player thread maps\mp\killstreaks\_emp::EMP_JamTeam(level.otherTeam[level.nukeInfo.team], level.nukeEmpDuration, 5, true);
foreach (player in level.players)
{
if(level.nukeInfo.team == player.team)
{
player.xpScaler = 2;
}
}
level.moabXP[level.nukeInfo.team] = true;
}
else
{
if (level.nukeEmpDuration != 0)
level.nukeInfo.player thread maps\mp\killstreaks\_emp::EMP_JamPlayers(level.nukeInfo.player, level.nukeEmpDuration, 5, true);
if(isDefined(level.nukeInfo.player))
{
level.nukeInfo.player.xpScaler = 2;
level.moabXP[level.nukeInfo.player.guid] = true;
}
}
}
else
{
// clear the heli queue
while (true)
{
chopper = queueRemoveFirst( "helicopter" );
if (!isDefined(chopper))
break;
chopper delete();
}
level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player, false );
}
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 );
level thread killClockObjectOnEndOn(nukeEnt);
level thread killNukeEntOn(nukeEnt);
}
}
killNukeEntOn(nukeEnt)
{
nukeEnt endon("death");
level endon ( "nuke_cancelled" );
level waittill("nuke_death");
nukeEnt delete();
}
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()
{
if (!level.nukeDoSlowmo || (level.nukeDoSlowmo == 2 && isDefined(level.nuked)))
return;
//SetSlowMotion( <startTimescale>, <endTimescale>, <deltaTime> )
setSlowMotion( 1.0, 0.25, 0.5 );
level waittill_either( "nuke_death", "nuke_cancelled" );
level.nuked = true;
setSlowMotion( 0.25, 1, 2.0 );
}
nukeVision()
{
level endon ( "nuke_cancelled" );
level.nukeVisionInProgress = true;
level.nukeVision = "mpnuke";
visionSetNaked( level.nukeVision, 3 );
level waittill( "nuke_death" );
level.nukeVision = "mpnuke_aftermath";
visionSetNaked( level.nukeVision, 5 );
if( level.NukeEndsGame )
{
wait 5;
level.nukeVisionInProgress = undefined;
}
else
{
wait 3.5;
if (level.nukePermAftermath)
{
level.nukeVision = "aftermath";
visionSetNaked( level.nukeVision, 1 );
VisionSetPain( level.nukeVision );
}
else
{
level.nukeVision = undefined;
level.nukeVisionInProgress = undefined;
visionSetNaked( getMapVision(), 10 );
}
}
}
nukeDeath()
{
level endon ( "nuke_cancelled" );
level notify( "nuke_death" );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
foreach( player in level.players )
{
if(level.teamBased)
{
if ( !level.nukeKillsAll && level.nukeInfo.team == player.pers["team"] )
continue;
}
else
{
if ( !level.nukeKillsAll && level.nukeInfo.player == player )
continue;
}
player.nuked = true;
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 );
}
if( level.NukeEndsGame )
{
AmbientStop(1);
level.postRoundTime = 10;
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 );
}
}
else
{
wait 0.05;
maps\mp\gametypes\_gamelogic::resumeTimer();
level.timeLimitOverride = false;
level.scoreLimitOverride = false;
level notify( "update_scorelimit" );
//allow next nuke to be called in, reset nuke variables
level.nukeIncoming = undefined;
level.nukeDetonated = undefined;
//allow ridable killstreaks
foreach(player in level.players)
player.nuked = undefined;
}
}
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" );
}