#using scripts\codescripts\struct; #using scripts\shared\callbacks_shared; #using scripts\shared\flagsys_shared; #using scripts\shared\hud_util_shared; #using scripts\shared\system_shared; #using scripts\shared\abilities\_ability_player; #using scripts\shared\abilities\_ability_power; #using scripts\shared\abilities\_ability_util; #namespace ability_gadgets; function autoexec __init__sytem__() { system::register("ability_gadgets",&__init__,undefined,undefined); } function __init__() { callback::on_connect( &on_player_connect ); callback::on_spawned( &on_player_spawned ); } function gadgets_print( str ) { /# if ( GetDvarInt( "scr_debug_gadgets" ) ) { toprint = str; PrintLn( self.playername + ": " + "GADGET: " + toprint ); } #/ } //--------------------------------------------------------- // power and gadget activation function on_player_connect() { } function SetFlickering( slot, length ) { if ( !IsDefined( length ) ) { length = 0; } self GadgetFlickering( slot, true, length ); } function on_player_spawned() { } function gadget_give_callback( ent, slot, weapon ) { /# ent gadgets_print( "" + slot + " give cb" ); #/ ent ability_player::give_gadget( slot, weapon ); } function gadget_take_callback( ent, slot, weapon ) { /# ent gadgets_print( "" + slot + " take cb" ); #/ ent ability_player::take_gadget( slot, weapon ); } function gadget_primed_callback( ent, slot, weapon ) { /# ent gadgets_print( "" + slot + " primed cb" ); #/ ent ability_player::gadget_primed( slot, weapon ); } function gadget_ready_callback( ent, slot, weapon ) { /# ent gadgets_print( "" + slot + " ready cb" ); #/ ent ability_player::gadget_ready( slot, weapon ); } function gadget_on_callback( ent, slot, weapon ) { /# ent gadgets_print( "" + slot + " on cb" ); #/ if( IsDefined( level.BZMOnCyberComOnCallback ) ) level thread [[level.BZMOnCyberComOnCallback]](ent);; ent ability_player::turn_gadget_on( slot, weapon ); } function gadget_off_callback( ent, slot, weapon ) { /# ent gadgets_print( "" + slot + " off cb" ); #/ ent ability_player::turn_gadget_off( slot, weapon ); } function gadget_flicker_callback( ent, slot, weapon ) { /# ent gadgets_print( "" + slot + " flicker cb" ); #/ ent ability_player::gadget_flicker( slot, weapon ); }