nx1-gsc-dump/maps/mp/killstreaks/_autosentry.gsc
2024-09-04 23:46:54 +10:00

1301 lines
30 KiB
Plaintext

#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
init()
{
level._sentryType = [];
level._sentryType[ "sentry_minigun" ] = "sentry";
level._sentryType[ "minigun_turret" ] = "minigun_turret";
level._sentryType[ "gl_turret" ] = "gl_turret";
level._killStreakFuncs[ level._sentryType[ "sentry_minigun" ] ] = ::tryUseAutoSentry;
level._killStreakFuncs[ level._sentryType[ "minigun_turret" ] ] = ::tryUseMinigun;
level._killStreakFuncs[ level._sentryType[ "gl_turret" ] ] = ::tryUseGL;
level._sentrySettings = [];
level._sentrySettings[ "sentry_minigun" ] = spawnStruct();
level._sentrySettings[ "sentry_minigun" ].burstMin = 20;
level._sentrySettings[ "sentry_minigun" ].burstMax = 120;
level._sentrySettings[ "sentry_minigun" ].pauseMin = 0.15;
level._sentrySettings[ "sentry_minigun" ].pauseMax = 0.35;
level._sentrySettings[ "sentry_minigun" ].sentryModeOn = "sentry";
level._sentrySettings[ "sentry_minigun" ].sentryModeOff = "sentry_offline";
level._sentrySettings[ "sentry_minigun" ].timeOut = 90.0;
level._sentrySettings[ "sentry_minigun" ].spinupTime = 0.05;
level._sentrySettings[ "sentry_minigun" ].overheatTime = 8.0;
level._sentrySettings[ "sentry_minigun" ].cooldownTime = 0.1;
level._sentrySettings[ "sentry_minigun" ].fxTime = 0.3;
level._sentrySettings[ "sentry_minigun" ].weaponInfo = "sentry_minigun_mp";
level._sentrySettings[ "sentry_minigun" ].modelBase = "sentry_minigun";
level._sentrySettings[ "sentry_minigun" ].modelPlacement = "sentry_minigun_obj";
level._sentrySettings[ "sentry_minigun" ].modelPlacementFailed = "sentry_minigun_obj_red";
level._sentrySettings[ "sentry_minigun" ].modelDestroyed = "sentry_minigun_destroyed";
level._sentrySettings[ "sentry_minigun" ].hintString = &"SENTRY_PICKUP";
level._sentrySettings[ "sentry_minigun" ].headIcon = true;
level._sentrySettings[ "sentry_minigun" ].teamSplash = "used_sentry";
level._sentrySettings[ "sentry_minigun" ].shouldSplash = false;
level._sentrySettings[ "sentry_minigun" ].flashTime = 3;
level._sentrySettings[ "sentry_minigun" ].stunTime = 6;
level._sentrySettings[ "minigun_turret" ] = spawnStruct();
level._sentrySettings[ "minigun_turret" ].sentryModeOn = "manual";
level._sentrySettings[ "minigun_turret" ].sentryModeOff = "sentry_offline";
level._sentrySettings[ "minigun_turret" ].timeOut = 90.0;
level._sentrySettings[ "minigun_turret" ].spinupTime = 0.05;
level._sentrySettings[ "minigun_turret" ].overheatTime = 4.0;
level._sentrySettings[ "minigun_turret" ].cooldownTime = 0.5;
level._sentrySettings[ "minigun_turret" ].fxTime = 0.3;
level._sentrySettings[ "minigun_turret" ].weaponInfo = "manned_minigun_turret_mp";
level._sentrySettings[ "minigun_turret" ].modelBase = "sentry_minigun";
level._sentrySettings[ "minigun_turret" ].modelPlacement = "sentry_minigun_obj";
level._sentrySettings[ "minigun_turret" ].modelPlacementFailed = "sentry_minigun_obj_red";
level._sentrySettings[ "minigun_turret" ].modelDestroyed = "sentry_minigun_destroyed";
level._sentrySettings[ "minigun_turret" ].hintString = &"MP_MINIGUN_TURRET_PICKUP";
level._sentrySettings[ "minigun_turret" ].ownerHintString = &"MP_DOUBLE_TAP_TO_CARRY";
level._sentrySettings[ "minigun_turret" ].headIcon = false;
level._sentrySettings[ "minigun_turret" ].teamSplash = "used_minigun_turret";
level._sentrySettings[ "minigun_turret" ].shouldSplash = false;
level._sentrySettings[ "gl_turret" ] = spawnStruct();
level._sentrySettings[ "gl_turret" ].sentryModeOn = "manual";
level._sentrySettings[ "gl_turret" ].sentryModeOff = "sentry_offline";
level._sentrySettings[ "gl_turret" ].timeOut = 90.0;
level._sentrySettings[ "gl_turret" ].spinupTime = 0.05;
level._sentrySettings[ "gl_turret" ].overheatTime = 2.5;
level._sentrySettings[ "gl_turret" ].cooldownTime = 0.5;
level._sentrySettings[ "gl_turret" ].fxTime = 0.3;
level._sentrySettings[ "gl_turret" ].weaponInfo = "manned_gl_turret_mp";
level._sentrySettings[ "gl_turret" ].modelBase = "sentry_minigun";
level._sentrySettings[ "gl_turret" ].modelPlacement = "sentry_minigun_obj";
level._sentrySettings[ "gl_turret" ].modelPlacementFailed = "sentry_minigun_obj_red";
level._sentrySettings[ "gl_turret" ].modelDestroyed = "sentry_minigun_destroyed";
level._sentrySettings[ "gl_turret" ].hintString = &"MP_MINIGUN_TURRET_PICKUP";
level._sentrySettings[ "gl_turret" ].ownerHintString = &"MP_DOUBLE_TAP_TO_CARRY";
level._sentrySettings[ "gl_turret" ].headIcon = false;
level._sentrySettings[ "gl_turret" ].teamSplash = "used_gl_turret";
level._sentrySettings[ "gl_turret" ].shouldSplash = false;
foreach ( sentryInfo in level._sentrySettings )
{
precacheItem( sentryInfo.weaponInfo );
precacheModel( sentryInfo.modelBase );
precacheModel( sentryInfo.modelPlacement );
precacheModel( sentryInfo.modelPlacementFailed );
precacheModel( sentryInfo.modelDestroyed );
PreCacheString( sentryInfo.hintString );
if( IsDefined( sentryInfo.ownerHintString ) )
PreCacheString( sentryInfo.ownerHintString );
}
level._effect[ "sentry_overheat_mp" ] = loadfx( "smoke/sentry_turret_overheat_smoke" );
level._effect[ "sentry_explode_mp" ] = loadfx( "explosions/sentry_gun_explosion" );
level._effect[ "sentry_smoke_mp" ] = loadfx( "smoke/car_damage_blacksmoke" );
}
/* ============================
Killstreak Functions
============================ */
tryUseAutoSentry( lifeId )
{
result = self giveSentry( "sentry_minigun" );
if ( result )
self maps\mp\_matchdata::logKillstreakEvent( "sentry", self.origin );
return ( result );
}
tryUseMinigun( lifeId )
{
result = self giveSentry( "minigun_turret" );
if ( result )
self maps\mp\_matchdata::logKillstreakEvent( "minigun_turret", self.origin );
return ( result );
}
tryUseGL( lifeId )
{
result = self giveSentry( "gl_turret" );
if ( result )
self maps\mp\_matchdata::logKillstreakEvent( "gl_turret", self.origin );
return ( result );
}
tryUseAutoGlSentry( lifeId )
{
result = self giveSentry( "sentry_gun" );
if ( result )
self maps\mp\_matchdata::logKillstreakEvent( "sentry_gl", self.origin );
return ( result );
}
giveSentry( sentryType )
{
self.last_sentry = sentryType;
sentryGun = createSentryForPlayer( sentryType, self );
// returning from this streak activation seems to strip this?
// manually removing and restoring
self removePerks();
self setCarryingSentry( sentryGun, true );
self thread waitRestorePerks();
// if we failed to place the sentry, it will have been deleted at this point
if ( isDefined( sentryGun ) )
return true;
else
return false;
}
/* ============================
Player Functions
============================ */
setCarryingSentry( sentryGun, allowCancel )
{
self endon ( "death" );
self endon ( "disconnect" );
assert( isReallyAlive( self ) );
sentryGun sentry_setCarried( self );
self _disableWeapon();
self notifyOnPlayerCommand( "place_sentry", "+attack" );
self notifyOnPlayerCommand( "cancel_sentry", "+actionslot 4" );
for ( ;; )
{
result = waittill_any_return( "place_sentry", "cancel_sentry" );
if ( result == "cancel_sentry" )
{
if ( !allowCancel )
continue;
sentryGun sentry_setCancelled();
self _enableWeapon();
return false;
}
if ( !sentryGun.canBePlaced )
continue;
sentryGun sentry_setPlaced();
self _enableWeapon();
return true;
}
}
removeWeapons()
{
if ( self HasWeapon( "riotshield_mp" ) )
{
self.restoreWeapon = "riotshield_mp";
self takeWeapon( "riotshield_mp" );
}
}
removePerks()
{
if ( self _hasPerk( "specialty_explosivebullets" ) )
{
self.restorePerk = "specialty_explosivebullets";
self _unsetPerk( "specialty_explosivebullets" );
}
}
restoreWeapons()
{
if ( isDefined( self.restoreWeapon ) )
{
self _giveWeapon( self.restoreWeapon );
self.restoreWeapon = undefined;
}
}
restorePerks()
{
if ( isDefined( self.restorePerk ) )
{
self _setPerk( self.restorePerk );
self.restorePerk = undefined;
}
}
waitRestorePerks()
{
self endon( "death" );
self endon( "disconnect" );
level endon( "game_ended" );
wait( 0.05 );
self restorePerks();
}
/* ============================
Sentry Functions
============================ */
createSentryForPlayer( sentryType, owner )
{
assertEx( isDefined( owner ), "createSentryForPlayer() called without owner specified" );
sentryGun = spawnTurret( "misc_turret", owner.origin, level._sentrySettings[ sentryType ].weaponInfo );
sentryGun.angles = owner.angles;
sentryGun sentry_initSentry( sentryType, owner );
return ( sentryGun );
}
sentry_initSentry( sentryType, owner )
{
self.sentryType = sentryType;
self.canBePlaced = true;
self setModel( level._sentrySettings[ self.sentryType ].modelBase );
self.health = 1000;
self.shouldSplash = true; // we only want to splash on the first placement
self setCanDamage( true );
switch( sentryType )
{
case "minigun_turret":
case "gl_turret":
self SetLeftArc( 80 );
self SetRightArc( 80 );
self SetBottomArc( 50 );
self setDefaultDropPitch( 0.0 );
self.originalOwner = owner;
break;
default:
self makeTurretInoperable();
self setDefaultDropPitch( -89.0 ); // setting this mainly prevents Turret_RestoreDefaultDropPitch() from running
break;
}
self setTurretModeChangeWait( true );
// self setConvergenceTime( .25, "pitch" );
// self setConvergenceTime( .25, "yaw" );
self sentry_setInactive();
self sentry_setOwner( owner );
self thread sentry_handleDamage();
self thread sentry_handleDeath();
self thread sentry_timeOut();
self thread sentry_handleEmpDamage();
switch( sentryType )
{
case "minigun_turret":
self.momentum = 0;
self.heatLevel = 0;
self.overheated = false;
self thread sentry_heatMonitor();
break;
case "gl_turret":
self.momentum = 0;
self.heatLevel = 0;
self.cooldownWaitTime = 0;
self.overheated = false;
self thread turret_heatMonitor();
self thread turret_coolMonitor();
break;
default:
self thread sentry_handleUse();
self thread sentry_attackTargets();
self thread sentry_beepSounds();
break;
}
}
/* ============================
Sentry Handlers
============================ */
sentry_handleDamage()
{
// use a health buffer to prevent the turret from dying to friendly fire
healthBuffer = 20000;
self.health += healthbuffer;
while ( self.health > 0 )
{
self waittill( "damage", amount, attacker, dir, point, type );
if ( isDefined( attacker ) && isPlayer( attacker ) && attacker != self.owner && attacker isFriendlyToSentry( self ) && !isDefined( level._nukeDetonated ) )
{
self.health += amount;
continue;
}
// 7x damage for explosives - GRENADES
if ( isExplosiveDamage( type ) )
self.health -= (amount * 1);
if ( type == "MOD_MELEE" )
self.health = 0;
if ( isPlayer( attacker ) )
{
attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "sentry" );
if ( attacker _hasPerk( "specialty_armorpiercing" ) )
{
damageAdd = amount*level._armorPiercingMod;
self.health -= int(damageAdd);
}
}
if ( self.health - healthbuffer < 0 )
{
thread maps\mp\gametypes\_missions::vehicleKilled( self.owner, self, undefined, attacker, amount, type );
if ( isPlayer( attacker ) && (!isDefined(self.owner) || attacker != self.owner) )
{
attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", 100 );
attacker notify( "destroyed_killstreak" );
}
if ( isDefined( self.owner ) )
self.owner thread leaderDialogOnPlayer( "sentry_destroyed" );
self notify ( "death" );
return;
}
}
}
sentry_handleEmpDamage()
{
self endon( "deleted" );
self endon( "death" );
for ( ;; )
{
self waittill( "emp_damage", attacker, type );
// TODO: friendly fire check here
self thread sentry_burstFireStop();
self thread sentry_setInactive();
duration = 0;
switch( type )
{
case "flash":
duration = level._sentrySettings[ "sentry_minigun" ].flashTime;
break;
case "stun":
duration = level._sentrySettings[ "sentry_minigun" ].stunTime;
break;
case "emp":
duration = -1;
break;
default:
assertEx( undefined, "emp_damage type is not set correctly!, type = " + type );
break;
}
if( duration > 0 )
{
wait duration;
self thread sentry_setActive();
}
else if( duration == -1 )
{
// blow up
self notify ( "death" );
}
}
}
sentry_handleDeath()
{
entNum = self GetEntityNumber();
switch( self.sentryType )
{
case "gl_turret":
break;
default:
self addToTurretList( entNum );
break;
}
self waittill ( "death" );
switch( self.sentryType )
{
case "gl_turret":
break;
default:
self removeFromTurretList( entNum );
break;
}
// this handles cases of deletion
if ( !isDefined( self ) )
return;
self setModel( level._sentrySettings[ self.sentryType ].modelDestroyed );
self sentry_setInactive();
self setDefaultDropPitch( 40 );
self SetSentryOwner( undefined );
self SetTurretMinimapVisible( false );
if( IsDefined( self.ownerTrigger ) )
self.ownerTrigger delete();
self playSound( "sentry_explode" );
switch( self.sentryType )
{
case "minigun_turret":
case "gl_turret":
self.forceDisable = true;
self TurretFireDisable();
break;
default:
break;
}
if ( isDefined( self.inUseBy ) )
{
playFxOnTag( getFx( "sentry_explode_mp" ), self, "tag_origin" );
playFxOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" );
self.inUseBy.turret_overheat_bar destroyElem();
self.inUseBy restorePerks();
self.inUseBy restoreWeapons();
self.inUseBy TurretDismount();
self notify( "deleting" );
wait ( 1.0 );
StopFXOnTag( getFx( "sentry_explode_mp" ), self, "tag_origin" );
StopFXOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" );
}
else
{
playFxOnTag( getFx( "sentry_explode_mp" ), self, "tag_aim" );
wait ( 1.5 );
self playSound( "sentry_explode_smoke" );
for ( smokeTime = 8; smokeTime > 0; smokeTime -= 0.4 )
{
playFxOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" );
wait ( 0.4 );
}
self notify( "deleting" );
}
self delete();
}
sentry_handleUse()
{
self endon ( "death" );
level endon ( "game_ended" );
for ( ;; )
{
self waittill ( "trigger", player );
assert( player == self.owner );
assert( !isDefined( self.carriedBy ) );
if ( !isReallyAlive( player ) )
continue;
player setCarryingSentry( self, false );
}
}
turret_handlePickup( turret ) // self == owner (player)
{
self endon( "disconnect" );
level endon( "game_ended" );
turret endon( "death" );
if( !IsDefined( turret.ownerTrigger ) )
{
return;
}
buttonTime = 0;
for ( ;; )
{
if( IsAlive( self ) &&
self IsTouching( turret.ownerTrigger ) &&
!IsDefined( turret.inUseBy ) &&
!IsDefined( turret.carriedBy ) &&
self IsOnGround() )
{
if ( self UseButtonPressed() )
{
if( IsDefined( self.using_remote_turret ) && self.using_remote_turret )
continue;
buttonTime = 0;
while ( self UseButtonPressed() )
{
buttonTime += 0.05;
wait( 0.05 );
}
println( "pressTime1: " + buttonTime );
if ( buttonTime >= 0.5 )
continue;
buttonTime = 0;
while ( !self UseButtonPressed() && buttonTime < 0.5 )
{
buttonTime += 0.05;
wait( 0.05 );
}
println( "delayTime: " + buttonTime );
if ( buttonTime >= 0.5 )
continue;
if ( !isReallyAlive( self ) )
continue;
if( IsDefined( self.using_remote_turret ) && self.using_remote_turret )
continue;
turret setMode( level._sentrySettings[ turret.sentryType ].sentryModeOff );
self thread setCarryingSentry( turret, false );
turret.ownerTrigger delete();
return;
}
}
wait( 0.05 );
}
}
turret_handleUse() // self == turret
{
self notify ( "turret_handluse" );
self endon ( "turret_handleuse" );
self endon ( "deleting" );
level endon ( "game_ended" );
self.forceDisable = false;
colorStable = (1, 0.9, 0.7);
colorUnstable = (1, 0.65, 0);
colorOverheated = (1, 0.25, 0);
for( ;; )
{
self waittill( "trigger", player );
// exceptions
if( isDefined( self.carriedBy ) )
continue;
if( isDefined( self.inUseBy ) )
continue;
if( !isReallyAlive( player ) )
continue;
player removePerks();
player removeWeapons();
// ownership
self.inUseBy = player;
self setMode( level._sentrySettings[ self.sentryType ].sentryModeOff );
self sentry_setOwner( player );
self setMode( level._sentrySettings[ self.sentryType ].sentryModeOn );
player thread turret_shotMonitor( self );
// overheat bar
player.turret_overheat_bar = player createBar( colorStable, 100, 6 );
player.turret_overheat_bar setPoint("CENTER", "BOTTOM", 0, -70 );
player.turret_overheat_bar.alpha = 0.65;
player.turret_overheat_bar.bar.alpha = 0.65;
//lastHeatLevel = self.heatLevel;
//firing = false;
playingHeatFX = false;
for( ;; )
{
// exceptions
if ( !isReallyAlive( player ) )
{
self.inUseBy = undefined;
player.turret_overheat_bar destroyElem();
break;
}
if ( !player IsUsingTurret() )
{
self notify( "player_dismount" );
self.inUseBy = undefined;
player.turret_overheat_bar destroyElem();
player restorePerks();
player restoreWeapons();
self setHintString( level._sentrySettings[ self.sentryType ].hintString );
self setMode( level._sentrySettings[ self.sentryType ].sentryModeOff );
self sentry_setOwner( self.originalOwner );
self setMode( level._sentrySettings[ self.sentryType ].sentryModeOn );
break;
}
if ( self.heatLevel >= level._sentrySettings[ self.sentryType ].overheatTime )
{
barFrac = 1;
}
else
barFrac = self.heatLevel / level._sentrySettings[ self.sentryType ].overheatTime;
player.turret_overheat_bar updateBar( barFrac );
if ( self.forceDisable || self.overheated )
{
self TurretFireDisable();
player.turret_overheat_bar.bar.color = colorOverheated;
playingHeatFX = false;
}
else if ( self.heatLevel > level._sentrySettings[ self.sentryType ].overheatTime * 0.75 && self.sentryType == "minigun_turret" )
{
player.turret_overheat_bar.bar.color = colorUnstable;
if ( RandomIntRange( 0, 10 ) < 6 )
self TurretFireEnable();
else
self TurretFireDisable();
if ( !playingHeatFX )
{
playingHeatFX = true;
self thread PlayHeatFX();
}
}
else
{
player.turret_overheat_bar.bar.color = colorStable;
self TurretFireEnable();
playingHeatFX = false;
self notify( "not_overheated" );
}
/*
if ( !firing && lastHeatLevel < self.heatLevel )
{
firing = true;
self.momentum = 1;
self StartBarrelSpin();
}
else if ( firing && lastHeatLevel > self.heatLevel )
{
firing = false;
self.momentum = 0;
self StopBarrelSpin();
}
lastHeatLevel = self.heatLevel;
*/
wait( 0.05 );
}
self setDefaultDropPitch( 0.0 );
}
}
sentry_handleOwnerDisconnect()
{
self endon ( "death" );
level endon ( "game_ended" );
self notify ( "sentry_handleOwner" );
self endon ( "sentry_handleOwner" );
self.owner waittill_any( "disconnect", "joined_team", "joined_spectators" );
self notify( "death" );
}
/* ============================
Sentry Utility Functions
============================ */
sentry_setOwner( owner )
{
assertEx( isDefined( owner ), "sentry_setOwner() called without owner specified" );
assertEx( isPlayer( owner ), "sentry_setOwner() called on non-player entity type: " + owner.classname );
self.owner = owner;
self SetSentryOwner( self.owner );
self SetTurretMinimapVisible( true );
if ( level._teamBased )
{
self.team = self.owner.team;
self setTurretTeam( self.team );
}
self thread sentry_handleOwnerDisconnect();
}
sentry_setPlaced()
{
self setModel( level._sentrySettings[ self.sentryType ].modelBase );
// failsafe check, for some reason this could be manual and setSentryCarried doesn't like that
if( self GetMode() == "manual" )
self SetMode( level._sentrySettings[ self.sentryType ].sentryModeOff );
self setSentryCarried( false );
self setCanDamage( true );
// JDS TODO: - turret aligns to ground normal which the player will align to when they mount the turret
// - temp fix to keep up vertical
switch( self.sentryType )
{
case "minigun_turret":
case "gl_turret":
self.angles = self.carriedBy.angles;
// show the pickup message
if( IsAlive( self.originalOwner ) )
self.originalOwner setLowerMessage( "pickup_hint", level._sentrySettings[ self.sentryType ].ownerHintString, 3.0 );
// spawn a trigger so we know if the owner is within range to pick it up
self.ownerTrigger = Spawn( "trigger_radius", self.origin + ( 0, 0, 1 ), 0, 105, 64 );
assert( IsDefined( self.ownerTrigger ) );
self.originalOwner thread turret_handlePickup( self );
self thread turret_handleUse();
break;
default:
break;
}
self sentry_makeSolid();
self.carriedBy forceUseHintOff();
self.carriedBy = undefined;
if( IsDefined( self.owner ) )
self.owner.isCarrying = false;
self sentry_setActive();
self playSound( "sentry_gun_plant" );
self notify ( "placed" );
}
sentry_setCancelled()
{
self.carriedBy forceUseHintOff();
self delete();
}
sentry_setCarried( carrier )
{
assert( isPlayer( carrier ) );
if( IsDefined( self.originalOwner ) )
assertEx( carrier == self.originalOwner, "sentry_setCarried() specified carrier does not own this sentry" );
else
assertEx( carrier == self.owner, "sentry_setCarried() specified carrier does not own this sentry" );
self setModel( level._sentrySettings[ self.sentryType ].modelPlacement );
self setSentryCarried( true );
self setCanDamage( false );
self sentry_makeNotSolid();
self.carriedBy = carrier;
carrier.isCarrying = true;
carrier thread updateSentryPlacement( self );
self thread sentry_onCarrierDeath( carrier );
self thread sentry_onCarrierDisconnect( carrier );
self thread sentry_onCarrierChangedTeam( carrier );
self thread sentry_onGameEnded();
self sentry_setInactive();
self notify ( "carried" );
}
updateSentryPlacement( sentryGun )
{
self endon ( "death" );
self endon ( "disconnect" );
level endon ( "game_ended" );
sentryGun endon ( "placed" );
sentryGun endon ( "death" );
sentryGun.canBePlaced = true;
lastCanPlaceSentry = -1; // force initial update
for( ;; )
{
placement = self canPlayerPlaceSentry();
sentryGun.origin = placement[ "origin" ];
sentryGun.angles = placement[ "angles" ];
sentryGun.canBePlaced = self isOnGround() && placement[ "result" ] && ( abs(sentryGun.origin[2]-self.origin[2]) < 10 );
if ( sentryGun.canBePlaced != lastCanPlaceSentry )
{
if ( sentryGun.canBePlaced )
{
sentryGun setModel( level._sentrySettings[ sentryGun.sentryType ].modelPlacement );
self ForceUseHintOn( &"SENTRY_PLACE" );
}
else
{
sentryGun setModel( level._sentrySettings[ sentryGun.sentryType ].modelPlacementFailed );
self ForceUseHintOn( &"SENTRY_CANNOT_PLACE" );
}
}
lastCanPlaceSentry = sentryGun.canBePlaced;
wait ( 0.05 );
}
}
sentry_onCarrierDeath( carrier )
{
self endon ( "placed" );
self endon ( "death" );
carrier waittill ( "death" );
if ( self.canBePlaced )
self sentry_setPlaced();
else
self delete();
}
sentry_onCarrierDisconnect( carrier )
{
self endon ( "placed" );
self endon ( "death" );
carrier waittill ( "disconnect" );
self delete();
}
sentry_onCarrierChangedTeam( carrier ) // self == sentry
{
self endon ( "placed" );
self endon ( "death" );
carrier waittill_any( "joined_team", "joined_spectators" );
self delete();
}
sentry_onGameEnded( carrier )
{
self endon ( "placed" );
self endon ( "death" );
level waittill ( "game_ended" );
self delete();
}
sentry_setActive()
{
self SetMode( level._sentrySettings[ self.sentryType ].sentryModeOn );
self setCursorHint( "HINT_NOICON" );
self setHintString( level._sentrySettings[ self.sentryType ].hintString );
if( level._sentrySettings[ self.sentryType ].headIcon )
{
if ( level._teamBased )
self maps\mp\_entityheadicons::setTeamHeadIcon( self.team, (0,0,65) );
else
self maps\mp\_entityheadicons::setPlayerHeadIcon( self.owner, (0,0,65) );
}
self makeUsable();
foreach ( player in level._players )
{
switch( self.sentryType )
{
case "minigun_turret":
case "gl_turret":
self enablePlayerUse( player );
break;
default:
if( player == self.owner )
self enablePlayerUse( player );
else
self disablePlayerUse( player );
break;
}
}
if( self.shouldSplash )
{
level thread teamPlayerCardSplash( level._sentrySettings[ self.sentryType ].teamSplash, self.owner, self.owner.team );
self.shouldSplash = false;
}
}
sentry_setInactive()
{
self setMode( level._sentrySettings[ self.sentryType ].sentryModeOff );
self makeUnusable();
if ( level._teamBased )
self maps\mp\_entityheadicons::setTeamHeadIcon( "none", ( 0, 0, 0 ) );
else if ( isDefined( self.owner ) )
self maps\mp\_entityheadicons::setPlayerHeadIcon( undefined, ( 0, 0, 0 ) );
}
sentry_makeSolid()
{
self makeTurretSolid();
}
sentry_makeNotSolid()
{
self setContents( 0 );
}
isFriendlyToSentry( sentryGun )
{
if ( level._teamBased && self.team == sentryGun.team )
return true;
return false;
}
addToTurretList( entNum )
{
level._turrets[entNum] = self;
}
removeFromTurretList( entNum )
{
level._turrets[entNum] = undefined;
}
/* ============================
Sentry Logic Functions
============================ */
sentry_attackTargets()
{
self endon( "death" );
level endon( "game_ended" );
self.momentum = 0;
self.heatLevel = 0;
self.overheated = false;
self thread sentry_heatMonitor();
for ( ;; )
{
self waittill_either( "turretstatechange", "cooled" );
if ( self isFiringTurret() )
{
self thread sentry_burstFireStart();
}
else
{
self sentry_spinDown();
self thread sentry_burstFireStop();
}
}
}
sentry_timeOut()
{
self endon( "death" );
level endon ( "game_ended" );
lifeSpan = level._sentrySettings[ self.sentryType ].timeOut;
while ( lifeSpan )
{
wait ( 1.0 );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
if ( !isDefined( self.carriedBy ) )
lifeSpan = max( 0, lifeSpan - 1.0 );
}
if ( isDefined( self.owner ) )
self.owner thread leaderDialogOnPlayer( "sentry_gone" );
self notify ( "death" );
}
sentry_targetLockSound()
{
self endon ( "death" );
self playSound( "sentry_gun_beep" );
wait ( 0.1 );
self playSound( "sentry_gun_beep" );
wait ( 0.1 );
self playSound( "sentry_gun_beep" );
}
sentry_spinUp()
{
self thread sentry_targetLockSound();
while ( self.momentum < level._sentrySettings[ self.sentryType ].spinupTime )
{
self.momentum += 0.1;
wait ( 0.1 );
}
}
sentry_spinDown()
{
self.momentum = 0;
}
sentry_burstFireStart()
{
self endon( "death" );
self endon( "stop_shooting" );
level endon( "game_ended" );
self sentry_spinUp();
fireTime = weaponFireTime( level._sentrySettings[ self.sentryType ].weaponInfo );
minShots = level._sentrySettings[ self.sentryType ].burstMin;
maxShots = level._sentrySettings[ self.sentryType ].burstMax;
minPause = level._sentrySettings[ self.sentryType ].pauseMin;
maxPause = level._sentrySettings[ self.sentryType ].pauseMax;
for ( ;; )
{
numShots = randomIntRange( minShots, maxShots + 1 );
for ( i = 0; i < numShots && !self.overheated; i++ )
{
self shootTurret();
self.heatLevel += fireTime;
wait ( fireTime );
}
wait ( randomFloatRange( minPause, maxPause ) );
}
}
sentry_burstFireStop()
{
self notify( "stop_shooting" );
}
turret_shotMonitor( turret )
{
self endon( "death" );
self endon( "disconnect" );
level endon ( "game_ended" );
turret endon( "death" );
turret endon( "player_dismount" );
fireTime = weaponFireTime( level._sentrySettings[ turret.sentryType ].weaponInfo );
for ( ;; )
{
turret waittill ( "turretshoot" );
turret.heatLevel += fireTime;
// need to reset the heat wait time so the overheat bar knows that we've fired again before cooldown
turret.cooldownWaitTime = fireTime;
}
}
// TODO: think about using the turret_heatMonitor and turret_coolMonitor instead of this because this has a small flaw where it waits twice and gets out of sync with the firing
sentry_heatMonitor()
{
self endon ( "death" );
fireTime = weaponFireTime( level._sentrySettings[ self.sentryType ].weaponInfo );
lastHeatLevel = 0;
lastFxTime = 0;
overheatTime = level._sentrySettings[ self.sentryType ].overheatTime;
overheatCoolDown = level._sentrySettings[ self.sentryType ].cooldownTime;
for ( ;; )
{
if ( self.heatLevel != lastHeatLevel )
wait ( fireTime );
else
self.heatLevel = max( 0, self.heatLevel - 0.05 );
if ( self.heatLevel > overheatTime )
{
self.overheated = true;
self thread PlayHeatFX();
switch( self.sentryType )
{
case "minigun_turret":
playFxOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" );
//self thread PlaySmokeFX();
break;
default:
break;
}
while ( self.heatLevel )
{
self.heatLevel = max( 0, self.heatLevel - overheatCoolDown );
wait ( 0.1 );
}
self.overheated = false;
self notify( "not_overheated" );
}
lastHeatLevel = self.heatLevel;
wait ( 0.05 );
}
}
turret_heatMonitor()
{
self endon ( "death" );
overheatTime = level._sentrySettings[ self.sentryType ].overheatTime;
while( true )
{
if ( self.heatLevel > overheatTime )
{
self.overheated = true;
self thread PlayHeatFX();
switch( self.sentryType )
{
case "gl_turret":
playFxOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" );
// TODO: get sound for overheating
break;
default:
break;
}
while ( self.heatLevel )
{
wait ( 0.1 );
}
self.overheated = false;
self notify( "not_overheated" );
}
wait ( 0.05 );
}
}
turret_coolMonitor()
{
self endon ( "death" );
while( true )
{
if( self.heatLevel > 0 )
{
if( self.cooldownWaitTime <= 0 )
{
self.heatLevel = max( 0, self.heatLevel - 0.05 );
}
else
{
self.cooldownWaitTime = max( 0, self.cooldownWaitTime - 0.05 );
}
}
wait( 0.05 );
}
}
playHeatFX()
{
self endon( "death" );
self endon( "not_overheated" );
level endon ( "game_ended" );
self notify( "playing_heat_fx" );
self endon( "playing_heat_fx" );
for( ;; )
{
playFxOnTag( getFx( "sentry_overheat_mp" ), self, "tag_flash" );
wait( level._sentrySettings[ self.sentryType ].fxTime );
}
}
playSmokeFX()
{
self endon( "death" );
self endon( "not_overheated" );
level endon ( "game_ended" );
for( ;; )
{
playFxOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" );
wait ( 0.4 );
}
}
sentry_beepSounds()
{
self endon( "death" );
level endon ( "game_ended" );
for ( ;; )
{
wait ( 3.0 );
if ( !isDefined( self.carriedBy ) )
self playSound( "sentry_gun_beep" );
}
}