boiii-scripts/shared/weapons/_acousticsensor.gsc
2023-04-13 17:30:38 +02:00

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#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;
}
}
}