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https://github.com/reaaLx/nx1-gsc-dump.git
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148 lines
4.9 KiB
Plaintext
148 lines
4.9 KiB
Plaintext
//****************************************************************************
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// **
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// Confidential - (C) Activision Publishing, Inc. 2011 **
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// **
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//****************************************************************************
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// **
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// Module: US UGV new vehicle **
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// Created: 10/21/2010 - mario sanchez **
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// **
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//****************************************************************************
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#include maps\_vehicle;
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#include maps\_utility;
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#include maps\_hud_util;
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#include maps\_vehicle_aianim;
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#include maps\_nx_ugv;
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#include common_scripts\utility;
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#using_animtree( "vehicles" );
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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main( model, type )
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{
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build_template( "nx_ugv", model, type );
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build_localinit( maps\_nx_ugv::init_local );
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build_spawn_callback( ::spawn_callback );
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build_life( 99999, 99998, 99999 );
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build_drive( %nx_vh_ugv_movement, %nx_vh_ugv_movement_backwards, 5 );
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// build_drive_special_turning( %nx_vh_ugv_movement_l, %nx_vh_ugv_movement_r );
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build_team( "allies" );
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// Vehicle turret.
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build_mainturret();
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PrecacheItem( "ugv_main_turret_player" );
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// Build turret hierarchy.
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build_turret( "ugv_main_turret",
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"TAG_TURRET",
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"nx_ugv_main_turret",
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undefined,
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undefined,
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0.2,
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0,
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0 );
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build_trophy_turret( "ugv_trophy_turret",
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"TAG_TROPHY",
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"nx_ugv_rangefinder",
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undefined,
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undefined,
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0.2,
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undefined,
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undefined,
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"player",
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"nx_ugv_laser_target",
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"nx_ugv_trophy_laser_track_glow",
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"ugv_main_turret"
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);
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build_vehicle_weapon_effects( "nx/dust/nx_ugv_deck_dust", "nx_ugv_main_turret" );
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build_vehicle_weapon_effects( "nx/dust/nx_ugv_deck_dust", "nx_ugv_rangefinder" );
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// tagBK<NOTE> This cannot be used for general level processing if this vehicle is included.
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// We are not using build_localinit because the callback is called before the turrets are initialized.
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//level._vehicleSpawnCallbackThread = ::spawn_callback;
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SetDevDvarIfUninitialized( "cg_setugvdebugdraw", 0 );
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// Fx
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level._effect[ "nx_grenade_explosion_dir" ] = loadfx( "nx/explosions/nx_grenade_explosion_dir" );
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level._effect[ "nx_ugv_trophy_laser_track_glow" ] = loadfx( "nx/misc/nx_ugv_trophy_laser_track_glow" );
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level._effect[ "nx_ugv_barrel_smoke" ] = loadfx( "nx/smoke/nx_ugv_barrel_smoke" );
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// moved this into the player specific ugv section
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//level.ugv_vision_overlay = create_client_overlay( "ugv_vision_overlay", 0, level._player );
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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spawn_callback( vehicle )
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{
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if ( IsDefined( vehicle.script_cheap ) && 0 == vehicle.script_cheap )
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{
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AssertEx( vehicle.mgturret.size == 2, "UGV must have 2 turrets attached to it, a main turret (Turret 1) and a antiballistic (Turret 2)." );
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// Main turret.
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vehicle.main_turret = vehicle.mgturret[0];
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vehicle.main_turret SetSentryOwner( vehicle );
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vehicle.main_turret setmode( "auto_nonai" );
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}
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// here we add only the functionality we want for a player controlled vehicle
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if( IsDefined( vehicle.script_vehicle_player ) )
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{
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level.ugv_vision_overlay = create_client_overlay( "ugv_vision_overlay", 0, level._player );
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// player pertinant stuff here
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vehicle thread main_turret_update( level._player ); // this should call code from maps\_nx_ugv
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}
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}
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//*******************************************************************
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// *
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// *
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//*******************************************************************
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/*QUAKED script_vehicle_nx_ugv (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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maps\_nx_us_ugv::main( "nx_vehicle_ugv" );
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include,nx_vehicle_ugv
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sound,nx_ugv,,all_sp
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defaultmdl="nx_vehicle_ugv"
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default:"vehicletype" "nx_ugv"
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default:"script_team" "allies"
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*/
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/*QUAKED script_vehicle_nx_ugv_physics (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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maps\_nx_us_ugv::main( "nx_vehicle_ugv","nx_ugv_physics" );
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include,nx_vehicle_ugv
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sound,nx_ugv,,all_sp
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defaultmdl="nx_vehicle_ugv"
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default:"vehicletype" "nx_ugv_physics"
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default:"script_team" "allies"
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*/
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