#using scripts\codescripts\struct; #using scripts\shared\callbacks_shared; #using scripts\shared\clientfield_shared; #using scripts\shared\flagsys_shared; #using scripts\shared\spawner_shared; #using scripts\shared\util_shared; #using scripts\shared\visionset_mgr_shared; #using scripts\shared\abilities\_ability_player; #using scripts\shared\abilities\_ability_util; #using scripts\shared\system_shared; function autoexec __init__sytem__() { system::register("gadget_overdrive",&__init__,undefined,undefined); } function __init__() { ability_player::register_gadget_activation_callbacks( 28, &gadget_overdrive_on, &gadget_overdrive_off ); ability_player::register_gadget_possession_callbacks( 28, &gadget_overdrive_on_give, &gadget_overdrive_on_take ); ability_player::register_gadget_flicker_callbacks( 28, &gadget_overdrive_on_flicker ); ability_player::register_gadget_is_inuse_callbacks( 28, &gadget_overdrive_is_inuse ); ability_player::register_gadget_is_flickering_callbacks( 28, &gadget_overdrive_is_flickering ); if ( !IsDefined( level.vsmgr_prio_visionset_overdrive ) ) { level.vsmgr_prio_visionset_overdrive = 65; } visionset_mgr::register_info( "visionset", "overdrive", 1, level.vsmgr_prio_visionset_overdrive, 15, true, &visionset_mgr::ramp_in_out_thread_per_player, false ); callback::on_connect( &gadget_overdrive_on_connect ); clientfield::register( "toplayer", "overdrive_state", 1, 1, "int"); } function gadget_overdrive_is_inuse( slot ) { // returns true when the gadget is on return self flagsys::get( "gadget_overdrive_on" ); } function gadget_overdrive_is_flickering( slot ) { // returns true when the gadget is flickering } function gadget_overdrive_on_flicker( slot, weapon ) { // excuted when the gadget flickers } function gadget_overdrive_on_give( slot, weapon ) { // executed when gadget is added to the players inventory if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive)) { self [[level.cybercom.overdrive._on_give]](slot, weapon); } } function gadget_overdrive_on_take( slot, weapon ) { // executed when gadget is removed from the players inventory if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive)) { self [[level.cybercom.overdrive._on_take]](slot, weapon); } // gadget_overdrive_off( slot, weapon ); } //self is the player function gadget_overdrive_on_connect() { // setup up stuff on player connect } function gadget_overdrive_on( slot, weapon ) { if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive)) { // excecutes when the gadget is turned on self thread [[level.cybercom.overdrive._on]](slot, weapon); self flagsys::set( "gadget_overdrive_on" ); } } function gadget_overdrive_off( slot, weapon ) { // excecutes when the gadget is turned off` self flagsys::clear( "gadget_overdrive_on" ); if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive)) { self thread [[level.cybercom.overdrive._off]](slot, weapon); } }