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

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#using scripts\codescripts\struct;
#using scripts\shared\clientfield_shared;
#using scripts\shared\challenges_shared;
#using scripts\shared\damagefeedback_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 scrambler;
function init_shared()
{
level._effect["scrambler_enemy_light"] = "_t6/misc/fx_equip_light_red";
level._effect["scrambler_friendly_light"] = "_t6/misc/fx_equip_light_green";
level.scramblerWeapon = GetWeapon( "scrambler" );
level.scramblerLength = 30.0;
// should be kept in sync with the radius in _scrambler.csc
level.scramblerOuterRadiusSq = 1000 * 1000;
level.scramblerInnerRadiusSq = 600 * 600;
clientfield::register( "missile", "scrambler", 1, 1, "int" );
}
function createScramblerWatcher()
{
watcher = self weaponobjects::createUseWeaponObjectWatcher( "scrambler", self.team );
watcher.onSpawn =&onSpawnScrambler;
watcher.onDetonateCallback =&scramblerDetonate;
watcher.onStun = &weaponobjects::weaponStun;
watcher.stunTime = 5;
watcher.hackable = true;
watcher.onDamage =&watchScramblerDamage;
}
function onSpawnScrambler( watcher, player ) // self == scrambler
{
player endon("disconnect");
self endon( "death" );
self thread weaponobjects::onSpawnUseWeaponObject( watcher, player );
player.scrambler = self;
self SetOwner( player );
self SetTeam( player.team );
self.owner = player;
self clientfield::set( "scrambler", 1 );
if ( !self util::isHacked() )
{
player AddWeaponStat( self.weapon, "used", 1 );
}
self thread watchShutdown( player );
level notify( "scrambler_spawn" );
}
function scramblerDetonate( attacker, weapon, target )
{
if ( !isdefined( weapon ) || !weapon.isEmp )
{
PlayFX( level._equipment_explode_fx, self.origin );
}
if ( self.owner util::IsEnemyPlayer( attacker ) )
{
attacker challenges::destroyedEquipment( weapon );
}
PlaySoundAtPosition ( "dst_equipment_destroy", self.origin );
self delete();
}
function watchShutdown( player )
{
self util::waittill_any( "death", "hacked" );
level notify( "scrambler_death" );
if ( isdefined( player ) )
player.scrambler = undefined;
}
function destroyEnt()
{
self delete();
}
function watchScramblerDamage( watcher ) // self == scrambler
{
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
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 );
}
}
}
function ownerSameTeam( owner1, owner2 )
{
if ( !level.teamBased )
{
return false;
}
if ( !isdefined( owner1 ) || !isdefined( owner2 ) )
{
return false;
}
if ( !isdefined( owner1.team ) || !isdefined( owner2.team ) )
{
return false;
}
return ( owner1.team == owner2.team );
}
function checkScramblerStun()
{
scramblers = GetEntArray( "grenade", "classname" );
if ( isdefined( self.name ) && self.name == "scrambler" )
{
return false;
}
for ( i = 0; i < scramblers.size; i++ )
{
scrambler = scramblers[i];
if ( !IsAlive( scrambler ) )
{
continue;
}
if ( !isdefined( scrambler.name ) )
{
continue;
}
if ( scrambler.name != "scrambler" )
{
continue;
}
if ( ownerSameTeam( self.owner, scrambler.owner ) )
{
continue;
}
// check is cylindrical
flattenedSelfOrigin = (self.origin[0], self.origin[1], 0 );
flattenedscramblerOrigin = (scrambler.origin[0], scrambler.origin[1], 0 );
if ( DistanceSquared( flattenedSelfOrigin, flattenedscramblerOrigin ) < level.scramblerOuterRadiusSq )
{
return true;
}
}
return false;
}
/*function watchScramble()//moved from _turret
{
self endon( "death" );
self endon( "turret_deactivated" );
self endon( "turret_carried" );
if ( self scrambler::checkScramblerStun() )
{
self thread scramblerStun( true );
}
for ( ;; )
{
level util::waittill_any( "scrambler_spawn", "scrambler_death", "hacked", "turret_stun_ended" );
WAIT_SERVER_FRAME;
if ( self scrambler::checkScramblerStun() )
{
self thread scramblerStun( true );
}
else
{
self scramblerStun( false );
}
}
}*/
/*function watchScramble( watcher )//moved from _weaponobjects
{
self endon( "death" );
self endon( "hacked" );
self util::waitTillNotMoving();
if ( self scrambler::checkScramblerStun() )
{
self thread weaponobjects::stunStart( watcher );
}
else
{
self stunStop();
}
for ( ;; )
{
level util::waittill_any( "scrambler_spawn", "scrambler_death", "hacked" );
if ( isdefined( self.owner ) && self.owner IsEMPJammed() )
{
continue;
}
if ( self scrambler::checkScramblerStun() )
{
self thread weaponobjects::stunStart( watcher );
}
else
{
self stunStop();
}
}
}*/