2021-02-18 13:53:14 -06:00

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#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
triggerOff()
{
if (!isdefined (self.realOrigin))
{
self.realOrigin = self.origin;
}
if (self.origin == self.realorigin)
{
self.origin += (0, 0, -10000);
}
}
triggerOn()
{
if (isDefined (self.realOrigin) )
{
self.origin = self.realOrigin;
}
}
error(msg)
{
println("^c*ERROR* ", msg);
wait .05; // waitframe
/#
if (GetDvar( #"debug") != "1")
assertmsg("This is a forced error - attach the log file");
#/
}
warning( msg )
{
println( "^1WARNING: " + msg );
}
/*
=============
///ScriptDocBegin
"Name: spawn_array_struct()"
"Summary: Creates a struct with an attribute named "a" which is an empty array. Array structs are useful for passing around arrays by reference."
"Module: Array"
"CallOn: "
"Example: fxemitters = spawn_struct_array(); fxemitters.a[ fxemitters.size ] = new_emitter;"
"SPMP: both"
///ScriptDocEnd
=============
*/
spawn_array_struct()
{
s= SpawnStruct();
s.a= [];
return s;
}
/*
=============
///ScriptDocBegin
"Name: within_fov( <start_origin> , <start_angles> , <end_origin> , <fov> )"
"Summary: Returns true if < end_origin > is within the players field of view, otherwise returns false."
"Module: Vector"
"CallOn: "
"MandatoryArg: <start_origin> : starting origin for FOV check( usually the players origin )"
"MandatoryArg: <start_angles> : angles to specify facing direction( usually the players angles )"
"MandatoryArg: <end_origin> : origin to check if it's in the FOV"
"MandatoryArg: <fov> : cosine of the FOV angle to use"
"Example: qBool = within_fov( level.player.origin, level.player.angles, target1.origin, cos( 45 ) );"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
within_fov( start_origin, start_angles, end_origin, fov )
{
normal = VectorNormalize( end_origin - start_origin );
forward = AnglesToForward( start_angles );
dot = VectorDot( forward, normal );
return dot >= fov;
}
/*
=============
///ScriptDocBegin
"Name: append_array_struct( <dst>, <src> )"
"Summary: Append the array elements in the <src> (2nd) array struct parameter to the array in the <dst> (1st) array struct parameter."
"Module: Array"
"CallOn: "
"MandatoryArg: <dst> : Destination - Elements from <src>.a[] are appended to <dst>.a[]"
"MandatoryArg: <src> : Source - Elements from <src>.a[] are appended to <dst>.a[]"
"Example: players = spawn_array_struct(); worst_enemies = built_worst_enemies(); append_array_struct( players, worst_enemies ;"
"SPMP: both"
///ScriptDocEnd
=============
*/
append_array_struct(
dst_s, ///< struct.a[]
src_s ) ///< struct.a[]
{
for ( i= 0; i < src_s.a.size; i++ )
{
dst_s.a[ dst_s.a.size ]= src_s.a[ i ];
}
}
exploder( num )
{
[[ level.exploderFunction ]]( num );
}
exploder_stop( num )
{
stop_exploder( num );
}
exploder_sound()
{
if(isdefined(self.script_delay))
{
wait self.script_delay;
}
self playSound(level.scr_sound[self.script_sound]);
}
cannon_effect()
{
if( isdefined( self.v[ "repeat" ] ) )
{
for( i = 0;i < self.v[ "repeat" ];i ++ )
{
playfx( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
//exploder_playSound();
self exploder_delay();
}
return;
}
self exploder_delay();
// playfx( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
if ( isdefined( self.looper ) )
{
self.looper delete();
}
self.looper = spawnFx( getfx( self.v[ "fxid" ] ), self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
triggerFx( self.looper );
exploder_playSound();
}
exploder_delay()
{
if( !isdefined( self.v[ "delay" ] ) )
{
self.v[ "delay" ] = 0;
}
min_delay = self.v[ "delay" ];
max_delay = self.v[ "delay" ] + 0.001;// cant randomfloatrange on the same #
if( isdefined( self.v[ "delay_min" ] ) )
{
min_delay = self.v[ "delay_min" ];
}
if( isdefined( self.v[ "delay_max" ] ) )
{
max_delay = self.v[ "delay_max" ];
}
if( min_delay > 0 )
{
wait( randomfloatrange( min_delay, max_delay ) );
}
}
exploder_playSound()
{
if( !isdefined( self.v[ "soundalias" ] ) || self.v[ "soundalias" ] == "nil" )
{
return;
}
play_sound_in_space( self.v[ "soundalias" ], self.v[ "origin" ] );
}
brush_delete()
{
num = self.v[ "exploder" ];
if( isdefined( self.v[ "delay" ] ) )
{
wait( self.v[ "delay" ] );
}
else
{
wait( .05 );// so it disappears after the replacement appears
}
if( !isdefined( self.model ) )
{
return;
}
assert( isdefined( self.model ) );
if( level.createFX_enabled )
{
if( isdefined( self.exploded ) )
{
return;
}
self.exploded = true;
self.model hide();
self.model notsolid();
wait( 3 );
self.exploded = undefined;
self.model show();
self.model solid();
return;
}
if( !isdefined( self.v[ "fxid" ] ) || self.v[ "fxid" ] == "No FX" )
{
self.v[ "exploder" ] = undefined;
}
waittillframeend;// so it hides stuff after it shows the new stuff
self.model delete();
}
brush_show()
{
if( isdefined( self.v[ "delay" ] ) )
{
wait( self.v[ "delay" ] );
}
assert( isdefined( self.model ) );
self.model show();
self.model solid();
if( level.createFX_enabled )
{
if( isdefined( self.exploded ) )
{
return;
}
self.exploded = true;
wait( 3 );
self.exploded = undefined;
self.model hide();
self.model notsolid();
}
}
brush_throw()
{
if( isdefined( self.v[ "delay" ] ) )
{
wait( self.v[ "delay" ] );
}
ent = undefined;
if( isdefined( self.v[ "target" ] ) )
{
ent = getent( self.v[ "target" ], "targetname" );
}
if( !isdefined( ent ) )
{
self.model delete();
return;
}
self.model show();
startorg = self.v[ "origin" ];
startang = self.v[ "angles" ];
org = ent.origin;
temp_vec = ( org - self.v[ "origin" ] );
x = temp_vec[ 0 ];
y = temp_vec[ 1 ];
z = temp_vec[ 2 ];
self.model rotateVelocity( ( x, y, z ), 12 );
self.model moveGravity( ( x, y, z ), 12 );
if( level.createFX_enabled )
{
if( isdefined( self.exploded ) )
{
return;
}
self.exploded = true;
wait( 3 );
self.exploded = undefined;
self.v[ "origin" ] = startorg;
self.v[ "angles" ] = startang;
self.model hide();
return;
}
self.v[ "exploder" ] = undefined;
wait( 6 );
self.model delete();
}
getPlant()
{
start = self.origin + (0, 0, 10);
range = 11;
forward = anglesToForward(self.angles);
forward = vector_scale(forward, range);
traceorigins[0] = start + forward;
traceorigins[1] = start;
trace = bulletTrace(traceorigins[0], (traceorigins[0] + (0, 0, -18)), false, undefined);
if(trace["fraction"] < 1)
{
//println("^6Using traceorigins[0], tracefraction is", trace["fraction"]);
temp = spawnstruct();
temp.origin = trace["position"];
temp.angles = orientToNormal(trace["normal"]);
return temp;
}
trace = bulletTrace(traceorigins[1], (traceorigins[1] + (0, 0, -18)), false, undefined);
if(trace["fraction"] < 1)
{
//println("^6Using traceorigins[1], tracefraction is", trace["fraction"]);
temp = spawnstruct();
temp.origin = trace["position"];
temp.angles = orientToNormal(trace["normal"]);
return temp;
}
traceorigins[2] = start + (16, 16, 0);
traceorigins[3] = start + (16, -16, 0);
traceorigins[4] = start + (-16, -16, 0);
traceorigins[5] = start + (-16, 16, 0);
besttracefraction = undefined;
besttraceposition = undefined;
for(i = 0; i < traceorigins.size; i++)
{
trace = bulletTrace(traceorigins[i], (traceorigins[i] + (0, 0, -1000)), false, undefined);
//ent[i] = spawn("script_model",(traceorigins[i]+(0, 0, -2)));
//ent[i].angles = (0, 180, 180);
//ent[i] setmodel("105");
//println("^6trace ", i ," fraction is ", trace["fraction"]);
if(!isdefined(besttracefraction) || (trace["fraction"] < besttracefraction))
{
besttracefraction = trace["fraction"];
besttraceposition = trace["position"];
//println("^6besttracefraction set to ", besttracefraction, " which is traceorigin[", i, "]");
}
}
if(besttracefraction == 1)
besttraceposition = self.origin;
temp = spawnstruct();
temp.origin = besttraceposition;
temp.angles = orientToNormal(trace["normal"]);
return temp;
}
orientToNormal(normal)
{
hor_normal = (normal[0], normal[1], 0);
hor_length = length(hor_normal);
if(!hor_length)
return (0, 0, 0);
hor_dir = vectornormalize(hor_normal);
neg_height = normal[2] * -1;
tangent = (hor_dir[0] * neg_height, hor_dir[1] * neg_height, hor_length);
plant_angle = vectortoangles(tangent);
//println("^6hor_normal is ", hor_normal);
//println("^6hor_length is ", hor_length);
//println("^6hor_dir is ", hor_dir);
//println("^6neg_height is ", neg_height);
//println("^6tangent is ", tangent);
//println("^6plant_angle is ", plant_angle);
return plant_angle;
}
array_levelthread (ents, process, var, excluders)
{
exclude = [];
for (i=0;i<ents.size;i++)
exclude[i] = false;
if (isdefined (excluders))
{
for (i=0;i<ents.size;i++)
for (p=0;p<excluders.size;p++)
if (ents[i] == excluders[p])
exclude[i] = true;
}
for (i=0;i<ents.size;i++)
{
if (!exclude[i])
{
if (isdefined (var))
level thread [[process]](ents[i], var);
else
level thread [[process]](ents[i]);
}
}
}
deletePlacedEntity(entity)
{
entities = getentarray(entity, "classname");
for(i = 0; i < entities.size; i++)
{
//println("DELETED: ", entities[i].classname);
entities[i] delete();
}
}
playSoundOnPlayers( sound, team )
{
assert( isdefined( level.players ) );
if ( level.splitscreen )
{
if ( isdefined( level.players[0] ) )
level.players[0] playLocalSound(sound);
}
else
{
if ( isdefined( team ) )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
if ( isdefined( player.pers["team"] ) && (player.pers["team"] == team))
player playLocalSound(sound);
}
}
else
{
for ( i = 0; i < level.players.size; i++ )
level.players[i] playLocalSound(sound);
}
}
}
get_player_height()
{
return 70.0; // inches, see bg_pmove.cpp::playerMins/playerMaxs
}
IsBulletImpactMOD( sMeansOfDeath )
{
return IsSubStr( sMeansOfDeath, "BULLET" ) || sMeansOfDeath == "MOD_HEAD_SHOT";
}
//entities_s.a[]
get_team_alive_players_s( teamName )
{
teamPlayers_s= spawn_array_struct();
if (IsDefined(teamName) &&
IsDefined( level.alivePlayers ) &&
IsDefined( level.alivePlayers[ teamName ] ) )
{
for ( i= 0; i < level.alivePlayers[ teamName ].size; i++ )
{
teamPlayers_s.a[ teamPlayers_s.a.size ]= level.alivePlayers[ teamName ][ i ];
}
}
return teamPlayers_s;
}
//entities_s.a[]
get_all_alive_players_s()
{
allPlayers_s = spawn_array_struct();
if ( IsDefined( level.alivePlayers ) )
{
keys = GetArrayKeys( level.alivePlayers );
for ( i = 0; i < keys.size; i++ )
{
team = keys[ i ];
for ( j = 0; j < level.alivePlayers[ team ].size; j++ )
{
allPlayers_s.a[ allPlayers_s.a.size ] = level.alivePlayers[ team ][ j ];
}
}
}
return allPlayers_s;
}
waitRespawnButton()
{
self endon("disconnect");
self endon("end_respawn");
while(self useButtonPressed() != true)
wait .05;
}
setLowerMessage( text, time, combineMessageAndTimer )
{
if ( !isDefined( self.lowerMessage ) )
return;
if ( isDefined( self.lowerMessageOverride ) && text != &"" )
{
text = self.lowerMessageOverride;
time = undefined;
}
self notify("lower_message_set");
if ( !IsDefined( combineMessageAndTimer ) || !combineMessageAndTimer )
self.lowerMessage setText( text );
else
self.lowerMessage setText( "" );
if ( isDefined( time ) && time > 0 )
{
if ( !IsDefined( combineMessageAndTimer ) || !combineMessageAndTimer )
self.lowerTimer.label = &"";
else
self.lowerTimer.label = text;
self.lowerTimer setTimer( time );
}
else
{
self.lowerTimer setText( "" );
self.lowerTimer.label = &"";
}
if( self IsSplitscreen() )
self.lowerMessage.fontscale = 1.4;
self.lowerMessage fadeOverTime( 0.05 );
self.lowerMessage.alpha = 1;
self.lowerTimer fadeOverTime( 0.05 );
self.lowerTimer.alpha = 1;
}
clearLowerMessage( fadetime )
{
if ( !isDefined( self.lowerMessage ) )
return;
self notify("lower_message_set");
if ( !isdefined( fadetime) || fadetime == 0 )
{
setLowerMessage( &"" );
}
else
{
self endon("disconnect");
self endon("lower_message_set");
self.lowerMessage fadeOverTime( fadetime );
self.lowerMessage.alpha = 0;
self.lowerTimer fadeOverTime( fadetime );
self.lowerTimer.alpha = 0;
wait fadetime;
self setLowerMessage("");
}
}
printOnTeam(text, team)
{
assert( isdefined( level.players ) );
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
if ( ( isdefined(player.pers["team"]) ) && (player.pers["team"] == team) )
player iprintln(text);
}
}
printBoldOnTeam(text, team)
{
assert( isdefined( level.players ) );
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
if ( ( isdefined(player.pers["team"]) ) && (player.pers["team"] == team) )
player iprintlnbold(text);
}
}
printBoldOnTeamArg(text, team, arg)
{
assert( isdefined( level.players ) );
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
if ( ( isdefined(player.pers["team"]) ) && (player.pers["team"] == team) )
player iprintlnbold(text, arg);
}
}
printOnTeamArg(text, team, arg)
{
//assert( isdefined( level.players ) );
//for ( i = 0; i < level.players.size; i++ )
//{
// player = level.players[i];
// if ( ( isdefined(player.pers["team"]) ) && (player.pers["team"] == team) )
// {
// player iprintln(text, arg);
// }
//}
}
printOnPlayers( text, team )
{
players = level.players;
for(i = 0; i < players.size; i++)
{
if ( isDefined( team ) )
{
if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == team))
players[i] iprintln(text);
}
else
{
players[i] iprintln(text);
}
}
}
printAndSoundOnEveryone( team, otherteam, printFriendly, printEnemy, soundFriendly, soundEnemy, printarg )
{
shouldDoSounds = isDefined( soundFriendly );
shouldDoEnemySounds = false;
if ( isDefined( soundEnemy ) )
{
assert( shouldDoSounds ); // can't have an enemy sound without a friendly sound
shouldDoEnemySounds = true;
}
if ( level.splitscreen || !shouldDoSounds )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
playerteam = player.pers["team"];
if ( isdefined( playerteam ) )
{
if ( playerteam == team && isDefined( printFriendly ) && printFriendly != &"" )
player iprintln( printFriendly, printarg );
else if ( playerteam == otherteam && isDefined( printEnemy ) && printEnemy != &"" )
player iprintln( printEnemy, printarg );
}
}
if ( shouldDoSounds )
{
assert( level.splitscreen );
level.players[0] playLocalSound( soundFriendly );
}
}
else
{
assert( shouldDoSounds );
if ( shouldDoEnemySounds )
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
playerteam = player.pers["team"];
if ( isdefined( playerteam ) )
{
if ( playerteam == team )
{
if( isDefined( printFriendly ) && printFriendly != &"" )
player iprintln( printFriendly, printarg );
player playLocalSound( soundFriendly );
}
else if ( playerteam == otherteam )
{
if( isDefined( printEnemy ) && printEnemy != &"" )
player iprintln( printEnemy, printarg );
player playLocalSound( soundEnemy );
}
}
}
}
else
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
playerteam = player.pers["team"];
if ( isdefined( playerteam ) )
{
if ( playerteam == team )
{
if( isDefined( printFriendly ) && printFriendly != &"" )
player iprintln( printFriendly, printarg );
player playLocalSound( soundFriendly );
}
else if ( playerteam == otherteam && isDefined( printEnemy ) && printEnemy != &"" )
{
player iprintln( printEnemy, printarg );
}
}
}
}
}
}
_playLocalSound( soundAlias )
{
if ( level.splitscreen && !self IsHost() )
return;
self playLocalSound( soundAlias );
}
dvarIntValue( dVar, defVal, minVal, maxVal )
{
dVar = "scr_" + level.gameType + "_" + dVar;
if ( getDvar( dVar ) == "" )
{
setDvar( dVar, defVal );
return defVal;
}
value = getDvarInt( dVar );
if ( value > maxVal )
value = maxVal;
else if ( value < minVal )
value = minVal;
else
return value;
setDvar( dVar, value );
return value;
}
dvarFloatValue( dVar, defVal, minVal, maxVal )
{
dVar = "scr_" + level.gameType + "_" + dVar;
if ( getDvar( dVar ) == "" )
{
setDvar( dVar, defVal );
return defVal;
}
value = getDvarFloat( dVar );
if ( value > maxVal )
value = maxVal;
else if ( value < minVal )
value = minVal;
else
return value;
setDvar( dVar, value );
return value;
}
play_sound_on_tag( alias, tag )
{
if ( isdefined( tag) )
{
org = spawn( "script_origin", self getTagOrigin( tag ) );
org linkto( self, tag, (0,0,0), (0,0,0) );
}
else
{
org = spawn( "script_origin", (0,0,0) );
org.origin = self.origin;
org.angles = self.angles;
org linkto( self );
}
org playsound (alias);
wait ( 5.0 );
org delete();
}
createLoopEffect( fxid )
{
ent = maps\mp\_createfx::createEffect( "loopfx", fxid );
ent.v[ "delay" ] = 0.5;
return ent;
}
createOneshotEffect( fxid )
{
ent = maps\mp\_createfx::createEffect( "oneshotfx", fxid );
ent.v[ "delay" ] = -15;
return ent;
}
loop_fx_sound ( alias, origin, ender, timeout )
{
org = spawn ("script_origin",(0,0,0));
if ( isdefined( ender ) )
{
thread loop_sound_delete (ender, org);
self endon( ender );
}
org.origin = origin;
org playloopsound (alias);
if (!isdefined (timeout))
return;
wait (timeout);
// org delete();
}
exploder_damage()
{
if( isdefined( self.v[ "delay" ] ) )
delay = self.v[ "delay" ];
else
delay = 0;
if( isdefined( self.v[ "damage_radius" ] ) )
radius = self.v[ "damage_radius" ];
else
radius = 128;
damage = self.v[ "damage" ];
origin = self.v[ "origin" ];
wait( delay );
// Range, max damage, min damage
radiusDamage( origin, radius, damage, damage );
}
exploder_before_load( num )
{
// gotta wait twice because the createfx_init function waits once then inits all exploders. This guarentees
// that if an exploder is run on the first frame, it happens after the fx are init.
waittillframeend;
waittillframeend;
activate_exploder( num );
}
exploder_after_load( num )
{
activate_exploder( num );
}
activate_exploder( num )
{
num = int( num );
for( i = 0;i < level.createFXent.size;i ++ )
{
ent = level.createFXent[ i ];
if( !isdefined( ent ) )
continue;
if( ent.v[ "type" ] != "exploder" )
continue;
// make the exploder actually removed the array instead?
if( !isdefined( ent.v[ "exploder" ] ) )
continue;
if( ent.v[ "exploder" ] != num )
continue;
if( isdefined( ent.v[ "firefx" ] ) )
ent thread fire_effect();
if( isdefined( ent.v[ "fxid" ] ) && ent.v[ "fxid" ] != "No FX" )
ent thread cannon_effect();
else
if( isdefined( ent.v[ "soundalias" ] ) )
ent thread sound_effect();
if( isdefined( ent.v[ "damage" ] ) )
ent thread exploder_damage();
if( isdefined( ent.v[ "earthquake" ] ) )
{
eq = ent.v[ "earthquake" ];
earthquake( level.earthquake[ eq ][ "magnitude" ],
level.earthquake[ eq ][ "duration" ],
ent.v[ "origin" ],
level.earthquake[ eq ][ "radius" ] );
}
if( ent.v[ "exploder_type" ] == "exploder" )
ent thread brush_show();
else
if( ( ent.v[ "exploder_type" ] == "exploderchunk" ) || ( ent.v[ "exploder_type" ] == "exploderchunk visible" ) )
ent thread brush_throw();
else
ent thread brush_delete();
}
}
stop_exploder( num )
{
num = int( num );
for( i = 0;i < level.createFXent.size;i ++ )
{
ent = level.createFXent[ i ];
if( !isdefined( ent ) )
continue;
if( ent.v[ "type" ] != "exploder" )
continue;
// make the exploder actually removed the array instead?
if( !isdefined( ent.v[ "exploder" ] ) )
continue;
if( ent.v[ "exploder" ] != num )
continue;
if ( isdefined( ent.looper ) )
{
ent.looper delete();
}
}
}
sound_effect ()
{
self effect_soundalias();
}
effect_soundalias ( )
{
if (!isdefined (self.v["delay"]))
self.v["delay"] = 0;
// save off this info in case we delete the effect
origin = self.v["origin"];
alias = self.v["soundalias"];
wait (self.v["delay"]);
play_sound_in_space ( alias, origin );
}
play_sound_in_space (alias, origin, master)
{
org = spawn ("script_origin",(0,0,1));
if (!isdefined (origin))
origin = self.origin;
org.origin = origin;
if (isdefined(master) && master)
org playsoundasmaster (alias);
else
org playsound (alias);
wait ( 10.0 );
org delete();
}
loop_sound_in_space(alias, origin, ender)
{
org = spawn("script_origin",(0,0,1));
if(!isdefined(origin))
{
origin = self.origin;
}
org.origin = origin;
org playLoopSound(alias);
level waittill(ender);
org stopLoopSound();
wait 0.1;
org delete();
}
fire_effect()
{
if( !isdefined( self.v[ "delay" ] ) )
self.v[ "delay" ] = 0;
delay = self.v[ "delay" ];
if( ( isdefined( self.v[ "delay_min" ] ) ) && ( isdefined( self.v[ "delay_max" ] ) ) )
delay = self.v[ "delay_min" ] + randomfloat( self.v[ "delay_max" ] - self.v[ "delay_min" ] );
forward = self.v[ "forward" ];
up = self.v[ "up" ];
org = undefined;
firefxSound = self.v[ "firefxsound" ];
origin = self.v[ "origin" ];
firefx = self.v[ "firefx" ];
ender = self.v[ "ender" ];
if( !isdefined( ender ) )
ender = "createfx_effectStopper";
timeout = self.v[ "firefxtimeout" ];
fireFxDelay = 0.5;
if( isdefined( self.v[ "firefxdelay" ] ) )
fireFxDelay = self.v[ "firefxdelay" ];
wait( delay );
if( isdefined( firefxSound ) )
level thread loop_fx_sound( firefxSound, origin, ender, timeout );
playfx( level._effect[ firefx ], self.v[ "origin" ], forward, up );
// loopfx( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
// maps\_fx::loopfx( firefx, origin, delay, org, undefined, ender, timeout );
}
loop_sound_delete ( ender, ent )
{
ent endon ("death");
self waittill (ender);
ent delete();
}
createExploder( fxid )
{
ent = maps\mp\_createfx::createEffect( "exploder", fxid );
ent.v["delay"] = 0;
ent.v["exploder_type"] = "normal";
return ent;
}
getOtherTeam( team )
{
if ( team == "allies" )
return "axis";
else if ( team == "axis" )
return "allies";
assertMsg( "getOtherTeam: invalid team " + team );
}
wait_endon( waitTime, endOnString, endonString2, endonString3 )
{
self endon ( endOnString );
if ( isDefined( endonString2 ) )
self endon ( endonString2 );
if ( isDefined( endonString3 ) )
self endon ( endonString3 );
wait ( waitTime );
}
isMG( weapon )
{
return isSubStr( weapon, "_bipod_" );
}
plot_points( plotpoints, r, g, b, timer )
{
lastpoint = plotpoints[ 0 ];
if( !IsDefined( r ) )
r = 1;
if( !IsDefined( g ) )
g = 1;
if( !IsDefined( b ) )
b = 1;
if( !IsDefined( timer ) )
timer = 0.05;
for( i = 1;i < plotpoints.size;i ++ )
{
// AE 10-26-09: line function must have changed to Line( <start>, <end>, <color>, <depthTest>, <duration> )
line( lastpoint, plotpoints[ i ], ( r, g, b ), 1, timer );
//line( lastpoint, plotpoints[ i ], ( r, g, b ), 1, 1, int(timer) );
lastpoint = plotpoints[ i ];
}
}
registerClientSys(sSysName)
{
if(!isdefined(level._clientSys))
{
level._clientSys = [];
}
if(level._clientSys.size >= 32)
{
error("Max num client systems exceeded.");
return;
}
if(isdefined(level._clientSys[sSysName]))
{
error("Attempt to re-register client system : " + sSysName);
return;
}
else
{
level._clientSys[sSysName] = spawnstruct();
level._clientSys[sSysName].sysID = ClientSysRegister(sSysName);
}
}
setClientSysState(sSysName, sSysState, player)
{
if(!isdefined(level._clientSys))
{
error("setClientSysState called before registration of any systems.");
return;
}
if(!isdefined(level._clientSys[sSysName]))
{
error("setClientSysState called on unregistered system " + sSysName);
return;
}
if(isdefined(player))
{
player ClientSysSetState(level._clientSys[sSysName].sysID, sSysState);
}
else
{
ClientSysSetState(level._clientSys[sSysName].sysID, sSysState);
level._clientSys[sSysName].sysState = sSysState;
}
}
getClientSysState(sSysName)
{
if(!isdefined(level._clientSys))
{
error("Cannot getClientSysState before registering any client systems.");
return "";
}
if(!isdefined(level._clientSys[sSysName]))
{
error("Client system " + sSysName + " cannot return state, as it is unregistered.");
return "";
}
if(isdefined(level._clientSys[sSysName].sysState))
{
return level._clientSys[sSysName].sysState;
}
return "";
}
clientNotify(event)
{
if(level.clientscripts)
{
if(IsPlayer(self))
{
maps\mp\_utility::setClientSysState("levelNotify", event, self);
}
else
{
maps\mp\_utility::setClientSysState("levelNotify", event);
}
}
}
alphabet_compare( a, b )
{
list = [];
val = 1;
list[ "0" ] = val; val++;
list[ "1" ] = val; val++;
list[ "2" ] = val; val++;
list[ "3" ] = val; val++;
list[ "4" ] = val; val++;
list[ "5" ] = val; val++;
list[ "6" ] = val; val++;
list[ "7" ] = val; val++;
list[ "8" ] = val; val++;
list[ "9" ] = val; val++;
list[ "_" ] = val; val++;
list[ "a" ] = val; val++;
list[ "b" ] = val; val++;
list[ "c" ] = val; val++;
list[ "d" ] = val; val++;
list[ "e" ] = val; val++;
list[ "f" ] = val; val++;
list[ "g" ] = val; val++;
list[ "h" ] = val; val++;
list[ "i" ] = val; val++;
list[ "j" ] = val; val++;
list[ "k" ] = val; val++;
list[ "l" ] = val; val++;
list[ "m" ] = val; val++;
list[ "n" ] = val; val++;
list[ "o" ] = val; val++;
list[ "p" ] = val; val++;
list[ "q" ] = val; val++;
list[ "r" ] = val; val++;
list[ "s" ] = val; val++;
list[ "t" ] = val; val++;
list[ "u" ] = val; val++;
list[ "v" ] = val; val++;
list[ "w" ] = val; val++;
list[ "x" ] = val; val++;
list[ "y" ] = val; val++;
list[ "z" ] = val; val++;
a = tolower( a );
b = tolower( b );
val1 = 0;
if ( isdefined( list[ a ] ) )
val1 = list[ a ];
val2 = 0;
if ( isdefined( list[ b ] ) )
val2 = list[ b ];
if ( val1 > val2 )
return "1st";
if ( val1 < val2 )
return "2nd";
return "same";
}
is_later_in_alphabet( string1, string2 )
{
count = string1.size;
if ( count >= string2.size )
count = string2.size;
for ( i = 0; i < count; i++ )
{
val = alphabet_compare( string1[ i ], string2[ i ] );
if ( val == "1st" )
return true;
if ( val == "2nd" )
return false;
}
return string1.size > string2.size;
}
alphabetize( array )
{
if ( array.size <= 1 )
return array;
count = 0;
for ( ;; )
{
changed = false;
for ( i = 0; i < array.size - 1; i++ )
{
if ( is_later_in_alphabet( array[ i ], array[ i + 1 ] ) )
{
val = array[ i ];
array[ i ] = array[ i + 1 ];
array[ i + 1 ] = val;
changed = true;
count++;
if ( count >= 9 )
{
count = 0;
wait( 0.05 );
}
}
}
if ( !changed )
return array;
}
return array;
}
//------------------------------------------------------//
// get_players() //
// Returns all of the current players in the level //
//------------------------------------------------------//
get_players()
{
players = GetEntArray( "player", "classname" );
return players;
}
getfx( fx )
{
assertEx( IsDefined( level._effect[ fx ] ), "Fx " + fx + " is not defined in level._effect." );
return level._effect[ fx ];
}
struct_arraySpawn()
{
struct = SpawnStruct();
struct.array = [];
struct.lastindex = 0;
return struct;
}
structarray_add( struct, object )
{
assert( !isdefined( object.struct_array_index ) );// can't have elements of two structarrays on these. can add that later if it's needed
struct.array[ struct.lastindex ] = object;
object.struct_array_index = struct.lastindex;
struct.lastindex ++ ;
}
structarray_remove( struct, object )
{
structarray_swaptolast( struct, object );
struct.array[ struct.lastindex - 1 ] = undefined;
struct.lastindex -- ;
}
structarray_swaptolast( struct, object )
{
struct structarray_swap( struct.array[ struct.lastindex - 1 ], object );
}
structarray_shuffle( struct, shuffle )
{
for( i = 0;i < shuffle;i ++ )
struct structarray_swap( struct.array[ i ], struct.array[ randomint( struct.lastindex ) ] );
}
structarray_swap( object1, object2 )
{
index1 = object1.struct_array_index;
index2 = object2.struct_array_index;
self.array[ index2 ] = object1;
self.array[ index1 ] = object2;
self.array[ index1 ].struct_array_index = index1;
self.array[ index2 ].struct_array_index = index2;
}
waittill_either( msg1, msg2 )
{
self endon( msg1 );
self waittill( msg2 );
}
/*
=============
///ScriptDocBegin
"Name: getClosest( <org> , <array> , <dist> )"
"Summary: Returns the closest entity in < array > to location < org > "
"Module: Distance"
"CallOn: "
"MandatoryArg: <org> : Origin to be closest to."
"MandatoryArg: <array> : Array of entities to check distance on"
"OptionalArg: <dist> : Minimum distance to check"
"Example: friendly = getclosest( level.player.origin, allies );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
getClosest( org, array, dist )
{
return compareSizes( org, array, dist, ::closerFunc );
}
/*
=============
///ScriptDocBegin
"Name: getClosestFx( <org> , <fxarray> , <dist> )"
"Summary: Returns the closest fx struct created by createfx in < fxarray > to location < org > "
"Module: Distance"
"CallOn: "
"MandatoryArg: <org> : Origin to be closest to."
"MandatoryArg: <array> : Array of createfx structs to check distance on. These are obtained with getfxarraybyID( <fxid> )"
"OptionalArg: <dist> : Minimum distance to check"
"Example: fxstruct = getClosestFx( hallway_tv, fxarray );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
getClosestFx( org, fxarray, dist )
{
return compareSizesFx( org, fxarray, dist, ::closerFunc );
}
/*
=============
///ScriptDocBegin
"Name: getFarthest( <org> , <array> , <dist> )"
"Summary: Returns the farthest entity in < array > to location < org > "
"Module: Distance"
"CallOn: "
"MandatoryArg: <org> : Origin to be farthest from."
"MandatoryArg: <array> : Array of entities to check distance on"
"OptionalArg: <dist> : Maximum distance to check"
"Example: target = getFarthest( level.player.origin, targets );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
getFarthest( org, array, dist )
{
return compareSizes( org, array, dist, ::fartherFunc );
}
compareSizesFx( org, array, dist, compareFunc )
{
if( !array.size )
return undefined;
if( isdefined( dist ) )
{
distSqr = dist * dist;
struct = undefined;
keys = getArrayKeys( array );
for( i = 0; i < keys.size; i ++ )
{
newdistSqr = DistanceSquared( array[ keys[ i ] ].v[ "origin" ], org );
if( [[ compareFunc ]]( newdistSqr, distSqr ) )
continue;
distSqr = newdistSqr;
struct = array[ keys[ i ] ];
}
return struct;
}
keys = getArrayKeys( array );
struct = array[ keys[ 0 ] ];
distSqr = DistanceSquared( struct.v[ "origin" ], org );
for( i = 1; i < keys.size; i ++ )
{
newdistSqr = DistanceSquared( array[ keys[ i ] ].v[ "origin" ], org );
if( [[ compareFunc ]]( newdistSqr, distSqr ) )
continue;
distSqr = newdistSqr;
struct = array[ keys[ i ] ];
}
return struct;
}
compareSizes( org, array, dist, compareFunc )
{
if( !array.size )
return undefined;
if( IsDefined( dist ) )
{
distSqr = dist * dist;
ent = undefined;
keys = GetArrayKeys( array );
for( i = 0; i < keys.size; i ++ )
{
newdistSqr = DistanceSquared( array[ keys[ i ] ].origin, org );
if( [[ compareFunc ]]( newdistSqr, distSqr ) )
continue;
distSqr = newdistSqr;
ent = array[ keys[ i ] ];
}
return ent;
}
keys = GetArrayKeys( array );
ent = array[ keys[ 0 ] ];
distSqr = DistanceSquared( ent.origin, org );
for( i = 1; i < keys.size; i ++ )
{
newdistSqr = DistanceSquared( array[ keys[ i ] ].origin, org );
if( [[ compareFunc ]]( newdistSqr, distSqr ) )
continue;
distSqr = newdistSqr;
ent = array[ keys[ i ] ];
}
return ent;
}
closerFunc( dist1, dist2 )
{
return dist1 >= dist2;
}
fartherFunc( dist1, dist2 )
{
return dist1 <= dist2;
}
/*
=============
///ScriptDocBegin
"Name: get_array_of_closest( <org> , <array> , <excluders> , <max>, <maxdist> )"
"Summary: Returns an array of all the entities in < array > sorted in order of closest to farthest."
"Module: Distance"
"CallOn: "
"MandatoryArg: <org> : Origin to be closest to."
"MandatoryArg: <array> : Array of entities to check distance on."
"OptionalArg: <excluders> : Array of entities to exclude from the check."
"OptionalArg: <max> : Max size of the array to return"
"OptionalArg: <maxdist> : Max distance from the origin to return acceptable entities"
"Example: allies_sort = get_array_of_closest( originFC1.origin, allies );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
get_array_of_closest( org, array, excluders, max, maxdist )
{
// pass an array of entities to this function and it will return them in the order of closest
// to the origin you pass, you can also set max to limit how many ents get returned
if( !IsDefined( max ) )
max = array.size;
if( !isdefined( excluders ) )
excluders = [];
maxdists2rd = undefined;
if( isdefined( maxdist ) )
maxdists2rd = maxdist * maxdist;
// return the array, reordered from closest to farthest
dist = [];
index = [];
for( i = 0;i < array.size;i ++ )
{
excluded = false;
for( p = 0;p < excluders.size;p ++ )
{
if( array[ i ] != excluders[ p ] )
continue;
excluded = true;
break;
}
if( excluded )
continue;
length = distancesquared( org, array[ i ].origin );
if( isdefined( maxdists2rd ) && maxdists2rd < length )
continue;
dist[ dist.size ] = length;
index[ index.size ] = i;
}
for( ;; )
{
change = false;
for( i = 0;i < dist.size - 1;i ++ )
{
if( dist[ i ] <= dist[ i + 1 ] )
continue;
change = true;
temp = dist[ i ];
dist[ i ] = dist[ i + 1 ];
dist[ i + 1 ] = temp;
temp = index[ i ];
index[ i ] = index[ i + 1 ];
index[ i + 1 ] = temp;
}
if( !change )
break;
}
newArray = [];
if( max > dist.size )
max = dist.size;
for( i = 0;i < max;i ++ )
newArray[ i ] = array[ index[ i ] ];
return newArray;
}
set_dvar_if_unset(
dvar,
value,
force)
{
if (GetDvar(dvar)=="" || ( isdefined( force ) && force ) )
{
SetDvar(dvar, value);
return value;
}
return GetDvar(dvar);
}
set_dvar_float_if_unset(
dvar,
value,
force)
{
if (GetDvar(dvar)=="" || ( isdefined( force ) && force ) )
{
SetDvar(dvar, value);
}
return GetDvarFloat(dvar);
}
set_dvar_int_if_unset(
dvar,
value,
force)
{
if (GetDvar(dvar)=="" || ( isdefined( force ) && force ) )
{
SetDvar(dvar, value);
return int(value);
}
return GetDvarInt(dvar);
}
drawcylinder( pos, rad, height, duration, stop_notify )
{
/#
if ( !IsDefined( duration ) )
{
duration = 0;
}
level thread drawcylinder_think( pos, rad, height, duration, stop_notify );
#/
}
drawcylinder_think( pos, rad, height, seconds, stop_notify )
{
/#
if ( IsDefined( stop_notify ) )
{
level endon( stop_notify );
}
stop_time = GetTime() + ( seconds * 1000 );
currad = rad;
curheight = height;
for ( ;; )
{
if ( seconds > 0 && stop_time <= GetTime() )
{
return;
}
for( r = 0; r < 20; r++ )
{
theta = r / 20 * 360;
theta2 = ( r + 1 ) / 20 * 360;
line( pos +( cos( theta ) * currad, sin( theta ) * currad, 0 ), pos +( cos( theta2 ) * currad, sin( theta2 ) * currad, 0 ) );
line( pos +( cos( theta ) * currad, sin( theta ) * currad, curheight ), pos +( cos( theta2 ) * currad, sin( theta2 ) * currad, curheight ) );
line( pos +( cos( theta ) * currad, sin( theta ) * currad, 0 ), pos +( cos( theta ) * currad, sin( theta ) * currad, curheight ) );
}
wait( 0.05 );
}
#/
}
/#
debug_replay(string)
{
if( GetDvar( #"replay_debug" ) == "1" )
{
println("time=" + GetTime() + " " + string);
}
}
#/
is_bot()
{
return ( IsDefined ( self.pers["isBot"] ) && self.pers["isBot"] != 0 );
}
add_trigger_to_ent(ent) // Self == The trigger volume
{
if(!IsDefined(ent._triggers))
{
ent._triggers = [];
}
ent._triggers[self GetEntityNumber()] = 1;
}
remove_trigger_from_ent(ent) // Self == The trigger volume.
{
if(!IsDefined(ent))
return;
if(!IsDefined(ent._triggers))
return;
if(!IsDefined(ent._triggers[self GetEntityNumber()]))
return;
ent._triggers[self GetEntityNumber()] = 0;
}
ent_already_in_trigger(trig) // Self == The entity in the trigger volume.
{
if(!IsDefined(self._triggers))
return false;
if(!IsDefined(self._triggers[trig GetEntityNumber()]))
return false;
if(!self._triggers[trig GetEntityNumber()])
return false;
return true; // We're already in this trigger volume.
}
trigger_thread_death_monitor(ent, ender)
{
ent waittill("death");
self endon(ender);
self remove_trigger_from_ent(ent);
}
trigger_thread(ent, on_enter_payload, on_exit_payload) // Self == The trigger.
{
ent endon("entityshutdown");
ent endon("death");
if(ent ent_already_in_trigger(self))
return;
self add_trigger_to_ent(ent);
ender = "end_trig_death_monitor" + self GetEntityNumber() + " " + ent GetEntityNumber();
self thread trigger_thread_death_monitor(ent, ender); // If ent dies in trigger, clear trigger off of ent.
// iprintlnbold("Trigger " + self.targetname + " hit by ent " + ent getentitynumber());
endon_condition = "leave_trigger_" + self GetEntityNumber();
if(IsDefined(on_enter_payload))
{
self thread [[on_enter_payload]](ent, endon_condition);
}
while(IsDefined(ent) && ent IsTouching(self))
{
wait(0.01);
}
ent notify(endon_condition);
// iprintlnbold(ent getentitynumber() + " leaves trigger " + self.targetname + ".");
if(IsDefined(ent) && IsDefined(on_exit_payload))
{
self thread [[on_exit_payload]](ent);
}
if(IsDefined(ent))
{
self remove_trigger_from_ent(ent);
}
self notify(ender); // Get rid of the death monitor thread.
}
isOneRound()
{
if ( level.roundLimit == 1 )
return true;
return false;
}
isFirstRound()
{
if ( level.roundLimit > 1 && game[ "roundsplayed" ] == 0 )
return true;
return false;
}
isLastRound()
{
if ( level.roundLimit > 1 && game[ "roundsplayed" ] >= ( level.roundLimit - 1 ) )
return true;
return false;
}
wasLastRound()
{
if ( level.forcedEnd )
return true;
if ( hitRoundLimit() || hitScoreLimit() || hitRoundWinLimit() )
return true;
return false;
}
hitRoundLimit()
{
if( level.roundLimit <= 0 )
return false;
return ( getRoundsPlayed() >= level.roundLimit );
}
hitRoundWinLimit()
{
if( !IsDefined(level.roundWinLimit) || level.roundWinLimit <= 0 )
return false;
if ( getRoundsWon("allies") >= level.roundWinLimit || getRoundsWon("axis") >= level.roundWinLimit)
{
//"True" means that we should end the game
return true;
}
//No over-time should occur if either team has more rounds won, even if there were rounds that ended in draw.
// For example, If the round win limit is 5 and one team has one win and 4 draws occur in a row, we want to declare the
//team with the victory as the winner and not enter an over-time round.
if( getRoundsWon("allies") + game["roundswon"]["tie"] >= level.roundWinLimit ||
getRoundsWon("axis") + game["roundswon"]["tie"] >= level.roundWinLimit)
{
//We want the game to have an over-time round if the teams are tied.
//In a game with a win limit of 3, 3 ties in a row would cause the previous 'if' check to return 'true'.
// We want to make sure the game doesn't end if that's the case.
if(getRoundsWon("allies") != getRoundsWon("axis"))
{
return true;
}
}
return false;
}
hitScoreLimit()
{
if ( isScoreRoundBased() )
return false;
if( level.scoreLimit <= 0 )
return false;
if ( level.teamBased )
{
if( game["teamScores"]["allies"] >= level.scoreLimit || game["teamScores"]["axis"] >= level.scoreLimit )
return true;
}
else
{
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
if ( isDefined( player.score ) && player.score >= level.scorelimit )
return true;
}
}
return false;
}
getRoundsWon( team )
{
return game["roundswon"][team];
}
getRoundsPlayed()
{
return game["roundsplayed"];
}
isScoreRoundBased()
{
return level.scoreRoundBased;
}
isRoundBased()
{
if ( level.roundLimit != 1 && level.roundWinLimit != 1 )
return true;
return false;
}
waitTillNotMoving()
{
if ( self maps\mp\gametypes\_weaponobjects::isHacked() )
{
wait( 0.05 );
return;
}
if ( self.classname == "grenade" )
{
self waittill("stationary");
}
else
{
prevorigin = self.origin;
while(1)
{
wait .15;
if ( self.origin == prevorigin )
break;
prevorigin = self.origin;
}
}
}
mayApplyScreenEffect()
{
if ( isDefined( self.viewlockedentity ) )
return false;
return true;
}
getDvarFloatDefault( dvarName, defaultValue)
{
returnVal = defaultValue;
if (getDvar(dvarName) != "")
{
return getDvarFloat(dvarName);
}
return returnVal;
}
getDvarIntDefault( dvarName, defaultValue)
{
returnVal = defaultValue;
if (getDvar(dvarName) != "")
{
return getDvarInt(dvarName);
}
return returnVal;
}
dropAllToGround( origin, radius, stickyObjectRadius )
{
PhysicsExplosionSphere( origin, radius, radius, 0 );
wait(0.05);
maps\mp\gametypes\_weapons::dropWeaponsToGround( origin, radius );
// grenades are now done in code when an entity they were on gets deleted
// maps\mp\gametypes\_weapons::dropGrenadesToGround( origin, radius );
maps\mp\gametypes\_supplydrop::dropCratesToGround( origin, radius );
level notify( "drop_objects_to_ground", origin, stickyObjectRadius );
}
closestPointOnLine( point, lineStart, lineEnd )
{
lineMagSqrd = lengthsquared(lineEnd - lineStart);
t = ( ( ( point[0] - lineStart[0] ) * ( lineEnd[0] - lineStart[0] ) ) +
( ( point[1] - lineStart[1] ) * ( lineEnd[1] - lineStart[1] ) ) +
( ( point[2] - lineStart[2] ) * ( lineEnd[2] - lineStart[2] ) ) ) /
( lineMagSqrd );
if( t < 0.0 )
{
return lineStart;
}
else if( t > 1.0 )
{
return lineEnd;
}
start_x = lineStart[0] + t * ( lineEnd[0] - lineStart[0] );
start_y = lineStart[1] + t * ( lineEnd[1] - lineStart[1] );
start_z = lineStart[2] + t * ( lineEnd[2] - lineStart[2] );
return (start_x,start_y,start_z);
}
isStrStart( string1, subStr )
{
return ( getSubStr( string1, 0, subStr.size ) == subStr );
}
/*
=============
///ScriptDocBegin
"Name: spread_array_thread( <entities> , <process> , <var1> , <var2> , <var3> )"
"Summary: Threads the < process > function on every entity in the < entities > array. The entity will become "self" in the specified function. Each thread is started 1 network frame apart from the next."
"Module: Array"
"CallOn: "
"MandatoryArg: <entities> : array of entities to thread the process"
"MandatoryArg: <process> : pointer to a script function"
"OptionalArg: <var1> : parameter 1 to pass to the process"
"OptionalArg: <var2> : parameter 2 to pass to the process"
"OptionalArg: <var3> : parameter 3 to pass to the process"
"Example: array_thread( getaiarray( "allies" ), ::set_ignoreme, false );"
"SPMP: Both"
///ScriptDocEnd
=============
*/
spread_array_thread( entities, process, var1, var2, var3 )
{
keys = getArrayKeys( entities );
if ( IsDefined( var3 ) )
{
for( i = 0 ; i < keys.size ; i++ )
{
entities[ keys[ i ] ] thread [[ process ]]( var1, var2, var3 );
wait .1;
}
return;
}
if ( IsDefined( var2 ) )
{
for( i = 0 ; i < keys.size ; i++ )
{
entities[ keys[ i ] ] thread [[ process ]]( var1, var2 );
wait .1;
}
return;
}
if ( IsDefined( var1 ) )
{
for( i = 0 ; i < keys.size ; i++ )
{
entities[ keys[ i ] ] thread [[ process ]]( var1 );
wait .1;
}
return;
}
for( i = 0 ; i < keys.size ; i++ )
{
entities[ keys[ i ] ] thread [[ process ]]();
wait .1;
}
}
/*
=============
///ScriptDocBegin
"Name: freeze_player_controls( <boolean> )"
"Summary: Freezes the player's controls with appropriate 'if' checks"
"Module: Player"
"CallOn: Player"
"MandatoryArg: <boolean> : true or false"
"Example: freeze_player_controls( true )"
"SPMP: MP"
///ScriptDocEnd
=============
*/
freeze_player_controls( boolean )
{
AssertEx( IsDefined( boolean ), "'freeze_player_controls()' has not been passed an argument properly." );
if( boolean && IsAlive( self ) )
{
self FreezeControls( boolean );
}
//'!level.gameEnded' check prevents the player from having their controls unfrozen during the end of rounds
else if( !boolean && IsAlive( self ) && !level.gameEnded )
{
self FreezeControls( boolean );
}
}
getHostPlayer()
{
players = get_players();
for ( index = 0; index < players.size; index++ )
{
if ( players[index] IsHost() )
return players[index];
}
}
isPreGame()
{
return IsDefined( level.pregame ) && level.pregame;
}
isKillStreaksEnabled()
{
return IsDefined( level.killstreaksenabled ) && level.killstreaksenabled;
}
ishardPointsEnabled()
{
return IsDefined( level.hardpointsenabled ) && level.hardpointsenabled;
}
isRankEnabled()
{
return IsDefined( level.rankEnabled ) && level.rankEnabled;
}
playSmokeSound( position, duration, startSound, stopSound, loopSound )
{
smokeSound = spawn ("script_origin",(0,0,1));
smokeSound.origin = position;
smokeSound playsound( startSound );
smokeSound playLoopSound ( loopSound );
if ( duration > 0.5 )
wait( duration - 0.5 );
thread playSoundinSpace( stopSound, position );
smokeSound StopLoopSound( .5);
wait(.5);
smokeSound delete();
}
playSoundinSpace (alias, origin, master)
{
org = spawn ( "script_origin",(0,0,1) );
if (!isdefined (origin))
origin = self.origin;
org.origin = origin;
if (isdefined(master) && master)
org playsoundasmaster (alias);
else
org playsound (alias);
wait ( 10.0 );
org delete();
}
get2DYaw( start, end )
{
yaw = 0;
vector = (end[0] - start[0], end[1] - start[1], 0);
return vecToAngles( vector );
}
vecToAngles( vector )
{
yaw = 0;
vecX = vector[0];
vecY = vector[1];
if ( vecX == 0 && vecY == 0 )
return 0;
if ( vecY < 0.001 && vecY > -0.001 )
vecY = 0.001;
yaw = atan( vecX / vecY );
if ( vecY < 0 )
yaw += 180;
return ( 90 - yaw );
}