#using scripts\codescripts\struct; #using scripts\shared\callbacks_shared; #using scripts\shared\challenges_shared; #using scripts\shared\damagefeedback_shared; #using scripts\shared\scoreevents_shared; #using scripts\shared\system_shared; #using scripts\shared\util_shared; #using scripts\shared\weapons\_weaponobjects; #precache( "fx", "_t6/misc/fx_equip_light_red" ); #precache( "fx", "_t6/misc/fx_equip_light_green" ); #namespace acousticsensor; function init_shared() { level._effect["acousticsensor_enemy_light"] = "_t6/misc/fx_equip_light_red"; level._effect["acousticsensor_friendly_light"] = "_t6/misc/fx_equip_light_green"; callback::add_weapon_watcher( &createAcousticSensorWatcher ); } function createAcousticSensorWatcher() { watcher = self weaponobjects::createUseWeaponObjectWatcher( "acoustic_sensor", self.team ); watcher.onSpawn =&onSpawnAcousticSensor; watcher.onDetonateCallback =&acousticSensorDetonate; watcher.stun = &weaponobjects::weaponStun; watcher.stunTime = 5; watcher.hackable = true; watcher.onDamage =&watchAcousticSensorDamage; } function onSpawnAcousticSensor( watcher, player ) // self == acoustic sensor { self endon( "death" ); self thread weaponobjects::onSpawnUseWeaponObject( watcher, player ); player.acousticSensor = self; self SetOwner( player ); self SetTeam( player.team ); self.owner = player; self PlayLoopSound ( "fly_acoustic_sensor_lp" ); if ( !self util::isHacked() ) { player AddWeaponStat( self.weapon, "used", 1 ); } self thread watchShutdown( player, self.origin ); } function acousticSensorDetonate( attacker, weapon, target ) { if ( !isdefined( weapon ) || !weapon.isEmp ) { PlayFX( level._equipment_explode_fx, self.origin ); } if ( isdefined( attacker ) ) { if ( self.owner util::IsEnemyPlayer( attacker ) ) { attacker challenges::destroyedEquipment( weapon ); scoreevents::processScoreEvent( "destroyed_motion_sensor", attacker, self.owner, weapon ); } } PlaySoundAtPosition ( "dst_equipment_destroy", self.origin ); self destroyEnt(); } function destroyEnt() { self delete(); } function watchShutdown( player, origin ) { self util::waittill_any( "death", "hacked" ); if ( isdefined( player ) ) player.acousticSensor = undefined; } function watchAcousticSensorDamage( watcher ) // self == acoustic sensor { self endon( "death" ); self endon( "hacked" ); self SetCanDamage( true ); damageMax = 100; if ( !self util::isHacked() ) { self.damageTaken = 0; } while( true ) { self.maxhealth = 100000; self.health = self.maxhealth; self waittill( "damage", damage, attacker, direction, point, type, tagName, modelName, partname, weapon, iDFlags ); if ( !isdefined( attacker ) || !isplayer( attacker ) ) continue; if ( level.teamBased && attacker.team == self.owner.team && attacker != self.owner ) continue; // most equipment should be flash/concussion-able, so it'll disable for a short period of time // check to see if the equipment has been flashed/concussed and disable it (checking damage < 5 is a bad idea, so check the weapon name) // we're currently allowing the owner/teammate to flash their own // do damage feedback if ( watcher.stunTime > 0 && weapon.doStun ) { self thread weaponobjects::stunStart( watcher, watcher.stunTime ); } if ( weapon.doDamageFeedback ) { // if we're not on the same team then show damage feedback if ( level.teambased && self.owner.team != attacker.team ) { if ( damagefeedback::doDamageFeedback( weapon, attacker ) ) attacker damagefeedback::update(); } // for ffa just make sure the owner isn't the same else if ( !level.teambased && self.owner != attacker ) { if ( damagefeedback::doDamageFeedback( weapon, attacker ) ) attacker damagefeedback::update(); } } if ( isPlayer( attacker ) && level.teambased && isdefined( attacker.team ) && self.owner.team == attacker.team && attacker != self.owner ) continue; if ( type == "MOD_MELEE" || weapon.isEmp ) { self.damageTaken = damageMax; } else { self.damageTaken += damage; } if ( self.damageTaken >= damageMax ) { //attacker _properks::shotEquipment( self.owner, iDFlags ); watcher thread weaponobjects::waitAndDetonate( self, 0.0, attacker, weapon ); return; } } }