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2023-04-13 17:30:38 +02:00

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#using scripts\shared\array_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\lui_shared;
#using scripts\shared\math_shared;
#using scripts\shared\sound_shared;
#using scripts\shared\util_shared;
#namespace util;
#precache( "lui_menu", "MPHintText" );
#precache( "lui_menu_data", "hint_text_line" );
#precache( "string", "blinking");
#precache( "string", "display_noblink");
#precache( "string", "fadeout");
/#
function error(msg)
{
println("^c*ERROR* ", msg);
wait .05; // waitframe
if (GetDvarString( "debug") != "1")
assertmsg("This is a forced error - attach the log file");
}
#/
function warning( msg )
{
/# println( "^1WARNING: " + msg ); #/
}
/@
"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"
@/
function 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;
}
function get_player_height()
{
return 70.0; // inches, see bg_pmove.cpp::playerMins/playerMaxs
}
function IsBulletImpactMOD( sMeansOfDeath )
{
return IsSubStr( sMeansOfDeath, "BULLET" ) || sMeansOfDeath == "MOD_HEAD_SHOT";
}
function waitRespawnButton()
{
self endon("disconnect");
self endon("end_respawn");
while(self useButtonPressed() != true)
wait .05;
}
function setLowerMessage( text, time, combineMessageAndTimer )
{
if ( !isdefined( self.lowerMessage ) )
return;
if ( isdefined( self.lowerMessageOverride ) && text != &"" )
{
text = self.lowerMessageOverride;
time = undefined;
}
self notify("lower_message_set");
self.lowerMessage setText( text );
if ( isdefined( time ) && time > 0 )
{
if ( !isdefined( combineMessageAndTimer ) || !combineMessageAndTimer )
self.lowerTimer.label = &"";
else
{
self.lowerMessage setText( "" );
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;
}
function setLowerMessageValue( text, value, combineMessage )
{
if ( !isdefined( self.lowerMessage ) )
return;
if ( isdefined( self.lowerMessageOverride ) && text != &"" )
{
text = self.lowerMessageOverride;
time = undefined;
}
self notify("lower_message_set");
if ( !isdefined( combineMessage ) || !combineMessage )
self.lowerMessage setText( text );
else
self.lowerMessage setText( "" );
if ( isdefined( value ) && value > 0 )
{
if ( !isdefined( combineMessage ) || !combineMessage )
self.lowerTimer.label = &"";
else
self.lowerTimer.label = text;
self.lowerTimer setValue( value );
}
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;
}
function 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("");
}
}
function 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);
}
}
function 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);
}
}
function 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);
}
}
function 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);
// }
//}
}
function 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);
}
}
}
function printAndSoundOnEveryone( team, enemyteam, 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 ( !isdefined( printarg ) )
{
printarg = "";
}
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 ( isdefined( printEnemy ) && printEnemy != &"" )
{
if ( isdefined(enemyteam) && playerteam == enemyteam )
player iprintln( printEnemy, printarg );
else if ( !isdefined(enemyteam) && playerteam != team )
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 ( (isdefined(enemyteam) && playerteam == enemyteam) || ( !isdefined( enemyteam ) && playerteam != team ) )
{
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 ( isdefined( printEnemy ) && printEnemy != &"" )
{
if ( isdefined(enemyteam) && playerteam == enemyteam )
{
player iprintln( printEnemy, printarg );
}
else if ( !isdefined(enemyteam) && playerteam != team )
{
player iprintln( printEnemy, printarg );
}
}
}
}
}
}
}
function _playLocalSound( soundAlias )
{
if ( level.splitscreen && !self IsHost() )
return;
self playLocalSound( soundAlias );
}
// this function is depricated
function getOtherTeam( team )
{
// TODO MTEAM - Need to fix this.
if ( team == "allies" )
return "axis";
else if ( team == "axis" )
return "allies";
else // all other teams
return "allies";
assertMsg( "getOtherTeam: invalid team " + team );
}
function getTeamMask( team )
{
// this can be undefined on connect
if ( !level.teambased || !isdefined(team) || !isdefined(level.spawnsystem.iSPAWN_TEAMMASK[team]) )
return level.spawnsystem.iSPAWN_TEAMMASK_FREE;
return level.spawnsystem.iSPAWN_TEAMMASK[team];
}
function getOtherTeamsMask( skip_team )
{
mask = 0;
foreach( team in level.teams )
{
if ( team == skip_team )
continue;
mask = mask | getTeamMask( team );
}
return mask;
}
function wait_endon( waitTime, endOnString, endonString2, endonString3, endonString4 )
{
self endon ( endOnString );
if ( isdefined( endonString2 ) )
self endon ( endonString2 );
if ( isdefined( endonString3 ) )
self endon ( endonString3 );
if ( isdefined( endonString4 ) )
self endon ( endonString4 );
wait ( waitTime );
return true;
}
function 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 ];
}
#/
}
function getfx( fx )
{
assert( isdefined( level._effect[ fx ] ), "Fx " + fx + " is not defined in level._effect." );
return level._effect[ fx ];
}
function set_dvar_if_unset(
dvar,
value,
reset)
{
if (!isdefined(reset))
reset = false;
if (reset || GetDvarString(dvar)=="")
{
SetDvar(dvar, value);
return value;
}
return GetDvarString(dvar);
}
function set_dvar_float_if_unset(
dvar,
value,
reset)
{
if (!isdefined(reset))
reset = false;
if (reset || GetDvarString(dvar)=="")
{
SetDvar(dvar, value);
}
return GetDvarFloat(dvar);
}
function set_dvar_int_if_unset(
dvar,
value,
reset)
{
if (!isdefined(reset))
reset = false;
if (reset || GetDvarString(dvar)=="")
{
SetDvar(dvar, value);
return int(value);
}
return GetDvarInt(dvar);
}
function add_trigger_to_ent(ent) // Self == The trigger volume
{
if(!isdefined(ent._triggers))
{
ent._triggers = [];
}
ent._triggers[self GetEntityNumber()] = 1;
}
function 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;
}
function 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.
}
function trigger_thread_death_monitor(ent, ender)
{
ent waittill("death");
self endon(ender);
self remove_trigger_from_ent(ent);
}
function 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.
}
function isStrStart( string1, subStr )
{
return ( getSubStr( string1, 0, subStr.size ) == subStr );
}
function isKillStreaksEnabled()
{
return isdefined( level.killstreaksenabled ) && level.killstreaksenabled;
}
function setUsingRemote( remoteName, set_killstreak_delay_killcam = true )
{
if ( isdefined( self.carryIcon) )
self.carryIcon.alpha = 0;
assert( !self isUsingRemote() );
self.usingRemote = remoteName;
if ( set_killstreak_delay_killcam )
self.killstreak_delay_killcam = remoteName; // this is the only place we set directly, do not use killstreaks::set_killstreak_delay_killcam() here
self disableOffhandWeapons();
self clientfield::set_player_uimodel( "hudItems.remoteKillstreakActivated", 1 );
self notify( "using_remote" );
}
function setObjectiveText( team, text )
{
game["strings"]["objective_"+team] = text;
}
function setObjectiveScoreText( team, text )
{
game["strings"]["objective_score_"+team] = text;
}
function setObjectiveHintText( team, text )
{
game["strings"]["objective_hint_"+team] = text;
}
function getObjectiveText( team )
{
return game["strings"]["objective_"+team];
}
function getObjectiveScoreText( team )
{
return game["strings"]["objective_score_"+team];
}
function getObjectiveHintText( team )
{
return game["strings"]["objective_hint_"+team];
}
function registerRoundSwitch( minValue, maxValue )
{
level.roundSwitch = math::clamp( GetGametypeSetting( "roundSwitch" ), minValue, maxValue );
level.roundSwitchMin = minValue;
level.roundSwitchMax = maxValue;
}
function registerRoundLimit( minValue, maxValue )
{
level.roundLimit = math::clamp( GetGametypeSetting( "roundLimit" ), minValue, maxValue );
level.roundLimitMin = minValue;
level.roundLimitMax = maxValue;
}
function registerRoundWinLimit( minValue, maxValue )
{
level.roundWinLimit = math::clamp( GetGametypeSetting( "roundWinLimit" ), minValue, maxValue );
level.roundWinLimitMin = minValue;
level.roundWinLimitMax = maxValue;
}
function registerScoreLimit( minValue, maxValue )
{
level.scoreLimit = math::clamp( GetGametypeSetting( "scoreLimit" ), minValue, maxValue );
level.scoreLimitMin = minValue;
level.scoreLimitMax = maxValue;
SetDvar( "ui_scorelimit", level.scoreLimit );
}
function registerRoundScoreLimit( minValue, maxValue )
{
level.roundScoreLimit = math::clamp( GetGametypeSetting( "roundScoreLimit" ), minValue, maxValue );
level.roundScoreLimitMin = minValue;
level.roundScoreLimitMax = maxValue;
}
function registerTimeLimit( minValue, maxValue )
{
level.timeLimit = math::clamp( GetGametypeSetting( "timeLimit" ), minValue, maxValue );
level.timeLimitMin = minValue;
level.timeLimitMax = maxValue;
SetDvar( "ui_timelimit", level.timeLimit );
}
function registerNumLives( minValue, maxValue, teamLivesMinValue, teamLivesMaxValue )
{
if(!isdefined(teamLivesMinValue))teamLivesMinValue=minValue;
if(!isdefined(teamLivesMaxValue))teamLivesMaxValue=maxValue;
level.numLives = math::clamp( GetGametypeSetting( "playerNumLives" ), minValue, maxValue );
level.numLivesMin = minValue;
level.numLivesMax = maxValue;
level.numTeamLives = math::clamp( GetGametypeSetting( "teamNumLives" ), teamLivesMinValue, teamLivesMaxValue );
level.numTeamLivesMin = teamLivesMinValue;
level.numTeamLivesMax = teamLivesMaxValue;
}
function getPlayerFromClientNum( clientNum )
{
if ( clientNum < 0 )
return undefined;
for ( i = 0; i < level.players.size; i++ )
{
if ( level.players[i] getEntityNumber() == clientNum )
return level.players[i];
}
return undefined;
}
function isPressBuild()
{
buildType = GetDvarString( "buildType" );
if ( isdefined( buildType ) && buildtype == "press" )
{
return true;
}
return false;
}
function isFlashbanged()
{
return isdefined( self.flashEndTime ) && gettime() < self.flashEndTime;
}
function DoMaxDamage( origin, attacker, inflictor, headshot, mod ) // self == entity to damage
{
if ( isdefined( self.damagedToDeath ) && self.damagedToDeath )
{
return;
}
if ( isdefined( self.maxHealth ) )
{
damage = self.maxHealth + 1;
}
else
{
damage = self.health + 1;
}
self.damagedToDeath = true;
self DoDamage( damage, origin, attacker, inflictor, headshot, mod );
}
/@
"Name: self_delete()"
"Summary: Just calls the delete() script command on self. Reason for this is so that we can use array::thread_all to delete entities"
"Module: Entity"
"CallOn: An entity"
"Example: ai[ 0 ] thread self_delete();"
"SPMP: singleplayer"
@/
function self_delete()
{
if ( isdefined( self ) )
{
self delete();
}
}
/@
"Name: screen_message_create(<string_message>)"
"Summary: Creates a HUD element at the correct position with the string or string reference passed in."
"Module: Utility"
"CallOn: N/A"
"MandatoryArg: <string_message_1> : A string or string reference to place on the screen."
"OptionalArg: <string_message_2> : A second string to display below the first."
"OptionalArg: <string_message_3> : A third string to display below the second."
"OptionalArg: <n_offset_y>: Optional offset in y direction that should only be used in very specific circumstances."
"OptionalArg: <n_time> : Length of time to display the message."
"Example: screen_message_create( &"LEVEL_STRING" );"
"SPMP: singleplayer"
@/
function screen_message_create( string_message_1, string_message_2, string_message_3, n_offset_y, n_time )
{
level notify( "screen_message_create" );
level endon( "screen_message_create" );
// if the mission is failing then do no create this instruction
// because it can potentially overlap the death/hint string
if( isdefined( level.missionfailed ) && level.missionfailed )
return;
// if player is killed then this dvar will be set.
// SUMEET_TODO - make it efficient next game instead of checking dvar here
if( GetDvarInt( "hud_missionFailed" ) == 1 )
return;
if ( !isdefined( n_offset_y ) )
{
n_offset_y = 0;
}
//handle displaying the first string
if( !isdefined(level._screen_message_1) )
{
//text element that displays the name of the event
level._screen_message_1 = NewHudElem();
level._screen_message_1.elemType = "font";
level._screen_message_1.font = "objective";
level._screen_message_1.fontscale = 1.8;
level._screen_message_1.horzAlign = "center";
level._screen_message_1.vertAlign = "middle";
level._screen_message_1.alignX = "center";
level._screen_message_1.alignY = "middle";
level._screen_message_1.y = -60 + n_offset_y;
level._screen_message_1.sort = 2;
level._screen_message_1.color = ( 1, 1, 1 );
level._screen_message_1.alpha = 1;
level._screen_message_1.hidewheninmenu = true;
}
//set the text of the element to the string passed in
level._screen_message_1 SetText( string_message_1 );
if( isdefined(string_message_2) )
{
//handle displaying the first string
if( !isdefined(level._screen_message_2) )
{
//text element that displays the name of the event
level._screen_message_2 = NewHudElem();
level._screen_message_2.elemType = "font";
level._screen_message_2.font = "objective";
level._screen_message_2.fontscale = 1.8;
level._screen_message_2.horzAlign = "center";
level._screen_message_2.vertAlign = "middle";
level._screen_message_2.alignX = "center";
level._screen_message_2.alignY = "middle";
level._screen_message_2.y = -33 + n_offset_y;
level._screen_message_2.sort = 2;
level._screen_message_2.color = ( 1, 1, 1 );
level._screen_message_2.alpha = 1;
level._screen_message_2.hidewheninmenu = true;
}
//set the text of the element to the string passed in
level._screen_message_2 SetText( string_message_2 );
}
else if( isdefined(level._screen_message_2) )
{
level._screen_message_2 Destroy();
}
if( isdefined(string_message_3) )
{
//handle displaying the first string
if( !isdefined(level._screen_message_3) )
{
//text element that displays the name of the event
level._screen_message_3 = NewHudElem();
level._screen_message_3.elemType = "font";
level._screen_message_3.font = "objective";
level._screen_message_3.fontscale = 1.8;
level._screen_message_3.horzAlign = "center";
level._screen_message_3.vertAlign = "middle";
level._screen_message_3.alignX = "center";
level._screen_message_3.alignY = "middle";
level._screen_message_3.y = -6 + n_offset_y;
level._screen_message_3.sort = 2;
level._screen_message_3.color = ( 1, 1, 1 );
level._screen_message_3.alpha = 1;
level._screen_message_3.hidewheninmenu = true;
}
//set the text of the element to the string passed in
level._screen_message_3 SetText( string_message_3 );
}
else if( isdefined(level._screen_message_3) )
{
level._screen_message_3 Destroy();
}
if ( isdefined( n_time ) && n_time > 0 )
{
wait( n_time );
screen_message_delete();
}
}
/@
"Name: screen_message_delete()"
"Summary: Deletes the current message being displayed on the screen made using screen_message_create."
"Module: Utility"
"CallOn: N/A"
"Example: screen_message_delete();"
"SPMP: singleplayer"
@/
function screen_message_delete( delay )
{
if( isdefined( delay ) )
{
wait( delay );
}
if( isdefined(level._screen_message_1) )
{
level._screen_message_1 Destroy();
}
if( isdefined(level._screen_message_2) )
{
level._screen_message_2 Destroy();
}
if( isdefined(level._screen_message_3) )
{
level._screen_message_3 Destroy();
}
}
/@
"Name: ghost_wait_show()"
"Summary: ghosts an entity, waits, then shows the entity; mainly used to hide pops when setting up models poses via setanim"
"Module: Utility"
"CallOn: An entity"
"OptionalArg: <wait_time> : how long to wait before showing"
"Example: turret thread ghost_wait_show();"
"SPMP: multiplayer"
@/
function ghost_wait_show( wait_time = 0.1 )
{
self endon( "death" );
self Ghost();
wait wait_time;
self Show();
}
/@
"Name: ghost_wait_show_to_player()"
"Summary: ghosts an entity, waits, then shows the entity to a player; mainly used to hide pops when setting up models poses via setanim"
"Module: Utility"
"CallOn: An entity"
"MandatoryArg: <player> : the player to whom to show this entity"
"OptionalArg: <wait_time> : how long to wait before showing to the player"
"OptionalArg: <self_endon_string1> : sets up a self endon with this string"
"Example: turret thread ghost_wait_show_to_player( player );"
"SPMP: multiplayer"
@/
function ghost_wait_show_to_player( player, wait_time = 0.1, self_endon_string1 )
{
if ( !isdefined( self ) )
return;
self endon( "death" );
self.abort_ghost_wait_show_to_player = undefined;
if ( isdefined( player ) )
{
player endon( "death" );
player endon( "disconnect" );
player endon( "joined_team" );
player endon( "joined_spectators" );
}
if ( isdefined( self_endon_string1 ) )
self endon( self_endon_string1 );
self Ghost();
self SetInvisibleToAll();
self SetVisibleToPlayer( player );
wait wait_time;
if ( !isdefined( self.abort_ghost_wait_show_to_player ) )
self ShowToPlayer( player );
}
/@
"Name: ghost_wait_show_to_others()"
"Summary: ghosts an entity, waits, then shows the entity to other players; mainly used to hide pops when setting up models poses via setanim"
"Module: Utility"
"CallOn: An entity"
"MandatoryArg: <player> : the player from whom to hide this entity"
"OptionalArg: <wait_time> : how long to wait before showing to others"
"OptionalArg: <self_endon_string1> : sets up a self endon with this string"
"Example: turret thread ghost_wait_show_to_others( player );"
"SPMP: multiplayer"
@/
function ghost_wait_show_to_others( player, wait_time = 0.1, self_endon_string1 )
{
if ( !isdefined( self ) )
return;
self endon( "death" );
self.abort_ghost_wait_show_to_others = undefined;
if ( isdefined( player ) )
{
player endon( "death" );
player endon( "disconnect" );
player endon( "joined_team" );
player endon( "joined_spectators" );
}
if ( isdefined( self_endon_string1 ) )
self endon( self_endon_string1 );
self Ghost();
self SetInvisibleToPlayer( player );
wait wait_time;
if ( !isdefined( self.abort_ghost_wait_show_to_others ) )
{
self Show();
self SetInvisibleToPlayer( player );
}
}
// button pressed wrappers
function use_button_pressed()
{
Assert( IsPlayer( self ), "Must call use_button_pressed() on a player." );
return ( self UseButtonPressed() );
}
/@
"Name: waittill_use_button_pressed()"
"Summary: Waits until the player is pressing their use button."
"Module: Player"
"Example: level.player waittill_use_button_pressed()"
"SPMP: SP"
@/
function waittill_use_button_pressed()
{
while ( !self use_button_pressed() )
{
wait .05;
}
}
/@
"Name: show_hint_text"
"Summary: Displays hint text for an amount of time. Can be turned off by sending a notify, or by calling hide_hint_text()."
"MandatoryArg: <str_text_to_show> : The text to display."
"OptionalArg: <b_should_blink> : Should this menu flash on and off?"
"OptionalArg: <str_turn_off_notify> : The use this notify to turn off the hint text."
"OptionalArg: <n_display_time> : Override how many seconds the text is displayed for."
"Example: show_hint_text( "Your help text here!", "notify_hide_help_text" );"
@/
function show_hint_text(str_text_to_show, b_should_blink=false, str_turn_off_notify="notify_turn_off_hint_text", n_display_time=4.0)
{
self endon ("notify_turn_off_hint_text");
self endon( "hint_text_removed" );
// Hide any help text which might already be up.
if ( isdefined(self.hint_menu_handle) )
{
hide_hint_text(false);
}
// Show the help text as a LUI menu.
self.hint_menu_handle = self OpenLUIMenu( "MPHintText" );
self SetLUIMenuData( self.hint_menu_handle, "hint_text_line", str_text_to_show );
// Play the blink anim inside the LUImenu if it's meant to flash
if (b_should_blink)
{
lui::play_animation(self.hint_menu_handle, "blinking");
}
else
{
lui::play_animation(self.hint_menu_handle, "display_noblink");
}
if( n_display_time != -1 )
{
// Listen for hide or death notify. This interrupts the normal wait timer.
// This thread will also ensure the LUImenu is closed when the text has been displayed for the intended amount of time.
self thread hide_hint_text_listener(n_display_time);
// Fade the hint text out after specified time if not interrupted.
// Note: the above thread will close the LUImenu when the desired time has elapsed.
self thread fade_hint_text_after_time(n_display_time, str_turn_off_notify);
}
}
/@
"Name: hide_hint_text"
"Summary: Hides any help text which may be on screen."
@/
function hide_hint_text(b_fade_before_hiding=true)
{
self endon( "hint_text_removed" );
if ( isdefined(self.hint_menu_handle) )
{
if (b_fade_before_hiding)
{
lui::play_animation(self.hint_menu_handle, "fadeout");
util::waittill_any_timeout(0.75, "kill_hint_text", "death", "hint_text_removed" );
}
self CloseLUIMenu(self.hint_menu_handle);
self.hint_menu_handle = undefined;
}
// Terminate hint text threads listening for remove help text notify.
self notify("hint_text_removed");
}
// Fade out hint text before its luimenu is destroyed.
// If a notify to hide hint text is passed, this will fade out the hint text as well.
function fade_hint_text_after_time(n_display_time, str_turn_off_notify)
{
self endon( "hint_text_removed" );
self endon( "death" );
self endon( "kill_hint_text" );
util::waittill_any_timeout(n_display_time - 0.75, str_turn_off_notify, "hint_text_removed", "kill_hint_text" );
hide_hint_text(true);
}
// Listens for a notify to turn off the help text.
function hide_hint_text_listener(n_time)
{
// Stop listening for turn off on death or when the hint text has been removed:
self endon( "hint_text_removed" );
self endon( "disconnect" );
util::waittill_any_timeout(n_time, "kill_hint_text", "death", "hint_text_removed", "disconnect" );
hide_hint_text(false);
}
function set_team_radar( team, value )
{
if( team == "allies" )
{
SetMatchFlag( "radar_allies", value );
}
else if ( team == "axis" )
{
SetMatchFlag( "radar_axis", value );
}
}
function init_player_contract_events()
{
if ( !isdefined( level.player_contract_events ) )
level.player_contract_events = [];
}
function register_player_contract_event( event_name, event_func, max_param_count = 0 )
{
if ( !isdefined( level.player_contract_events[event_name] ) )
{
level.player_contract_events[event_name] = SpawnStruct();
level.player_contract_events[event_name].param_count = max_param_count;
level.player_contract_events[event_name].events = [];
}
assert( max_param_count == level.player_contract_events[event_name].param_count );
level.player_contract_events[event_name].events[ level.player_contract_events[event_name].events.size ] = event_func;
}
function player_contract_event( event_name, param1 = undefined, param2 = undefined, param3 = undefined )
{
if ( !isdefined( level.player_contract_events[event_name] ) )
return;
param_count = (isdefined(level.player_contract_events[event_name].param_count)?level.player_contract_events[event_name].param_count:0);
switch ( param_count )
{
default:
case 0:
foreach( event_func in level.player_contract_events[event_name].events )
{
if ( isdefined( event_func ) )
self [[ event_func ]]();
}
break;
case 1:
foreach( event_func in level.player_contract_events[event_name].events )
{
if ( isdefined( event_func ) )
self [[ event_func ]]( param1 );
}
break;
case 2:
foreach( event_func in level.player_contract_events[event_name].events )
{
if ( isdefined( event_func ) )
self [[ event_func ]]( param1, param2 );
}
break;
case 3:
foreach( event_func in level.player_contract_events[event_name].events )
{
if ( isdefined( event_func ) )
self [[ event_func ]]( param1, param2, param3 );
}
break;
}
}
/#
function debug_slow_heli_speed()
{
// function intentionally not parameterized so that the speed can be globally controlled
if ( GetDvarInt( "scr_slow_heli", 0 ) > 0 )
{
self SetSpeed( GetDvarInt( "scr_slow_heli" ) );
}
}
#/
function is_objective_game( game_type )
{
switch ( game_type )
{
case "tdm":
case "dm": // ffa
case "gun":
case "conf":
return false;
break;
default:
return true;
}
}
function isPropHuntGametype()
{
return ( isdefined( level.isPropHunt ) && level.isPropHunt );
}
function isProp()
{
return ( isdefined( self.pers["team"] ) && self.pers["team"] == game["defenders"] );
}
function increment_cwl_thermometer( amount )
{
if ( GetDvarInt( "ui_enablePromoTracking", 0 ) )
{
util::increment_live_counter( "cwl_thermometer", amount );
}
}
function isInfectedGametype()
{
return ( isdefined( level.isInfectMode ) && level.isInfectMode );
}