boiii-scripts/shared/weapons/_sensor_grenade.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\clientfield_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\_decoy;
#using scripts\shared\weapons\_hacker_tool;
#using scripts\shared\weapons\_weaponobjects;
#namespace sensor_grenade;
function init_shared()
{
level.isplayerTrackedFunc =&isPlayerTracked;
callback::add_weapon_watcher( &createSensorGrenadeWatcher );
}
//******************************************************************
// *
// *
//******************************************************************
function createSensorGrenadeWatcher()
{
watcher = self weaponobjects::createUseWeaponObjectWatcher( "sensor_grenade", self.team );
watcher.headicon = false;
watcher.onSpawn =&onSpawnSensorGrenade;
watcher.onDetonateCallback =&sensorGrenadeDestroyed;
watcher.onStun = &weaponobjects::weaponStun;
watcher.stunTime = 0;
watcher.onDamage =&watchsensorGrenadeDamage;
watcher.enemyDestroy = true;
}
//******************************************************************
// *
// *
//******************************************************************
function onSpawnSensorGrenade( watcher, player ) // self == sensor sensor
{
self endon( "death" );
self thread weaponobjects::onSpawnUseWeaponObject( watcher, player );
self SetOwner( player );
self SetTeam( player.team );
self.owner = player;
self PlayLoopSound ( "wpn_sensor_nade_lp" );
self hacker_tool::registerWithHackerTool( level.equipmentHackerToolRadius, level.equipmentHackerToolTimeMs );
player AddWeaponStat( self.weapon, "used", 1 );
self thread watchForStationary( player );
self thread watchForExplode( player );
self thread watch_for_decoys( player );
}
function watchForStationary( owner )
{
self endon( "death" );
self endon( "hacked" );
self endon( "explode" );
owner endon( "death" );
owner endon( "disconnect" );
self waittill("stationary" );
checkForTracking( self.origin );
}
function watchForExplode( owner )
{
self endon( "hacked" );
self endon( "delete" );
owner endon( "death" );
owner endon( "disconnect" );
self waittill( "explode", origin );
checkForTracking( origin + ( 0,0,1) );
}
function checkForTracking( origin )
{
if ( isdefined ( self.owner ) == false )
return;
players = level.players;
foreach( player in level.players )
{
if ( player util::IsEnemyPlayer( self.owner ) )
{
if ( ! ( player hasPerk ("specialty_nomotionsensor") ) &&
! ( player hasPerk ("specialty_sengrenjammer") && player clientfield::get( "sg_jammer_active" ) ) )
{
if ( DistanceSquared( player.origin, origin ) < 750 * 750 )
{
trace = bullettrace( origin, player.origin + (0,0,12), false, player );
if ( trace["fraction"] == 1 )
{
self.owner trackSensorGrenadeVictim( player );
}
}
}
}
}
}
function trackSensorGrenadeVictim( victim )
{
if ( !isdefined( self.sensorGrenadeData ) )
{
self.sensorGrenadeData = [];
}
if ( !isdefined( self.sensorGrenadeData[victim.clientid] ) )
{
self.sensorGrenadeData[victim.clientid] = getTime();
}
}
function isPlayerTracked( player, time )
{
playerTracked = false;
if ( isdefined ( self.sensorGrenadeData ) && isdefined( self.sensorGrenadeData[player.clientid] ) )
{
if ( self.sensorGrenadeData[player.clientid] + 10000 > time )
{
playerTracked = true;
}
}
return playerTracked;
}
//******************************************************************
// *
// *
//******************************************************************
function sensorGrenadeDestroyed( 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 ( "wpn_sensor_nade_explo", self.origin );
self delete();
}
//******************************************************************
// *
// *
//******************************************************************
function watchSensorGrenadeDamage( watcher ) // self == sensor grenade
{
self endon( "death" );
self endon( "hacked" );
self SetCanDamage( true );
damageMax = 1;
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 && IsPlayer( attacker ) )
{
// if we're not hardcore and the team is the same, do not destroy
if( !level.hardcoreMode && self.owner.team == attacker.pers["team"] && self.owner != attacker )
{
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 ( type == "MOD_MELEE" || weapon.isEmp || weapon.destroysEquipment )
{
self.damageTaken = damageMax;
}
else
{
self.damageTaken += damage;
}
if( self.damageTaken >= damageMax )
{
watcher thread weaponobjects::waitAndDetonate( self, 0.0, attacker, weapon );
return;
}
}
}
//******************************************************************
// *
// *
//******************************************************************
function watch_for_decoys( owner )
{
self waittill("stationary" );
players = level.players;
foreach( player in level.players )
{
if ( player util::IsEnemyPlayer( self.owner ) )
{
if ( IsAlive(player) && player hasPerk ("specialty_decoy") )
{
if ( DistanceSquared( player.origin, self.origin ) < 240 * 240 )
{
player thread watch_decoy( self );
}
}
}
}
}
function get_decoy_spawn_loc()
{
// this needs to be much more intelligent
return self.origin - 240 * AnglesToForward(self.angles);
}
function watch_decoy( sensor_grenade )
{
origin = self get_decoy_spawn_loc();
decoy_grenade = sys::Spawn( "script_model", origin );
decoy_grenade.angles = -1 * self.angles;
{wait(.05);};
decoy_grenade.initial_velocity = -1 * self GetVelocity();
decoy_grenade thread decoy::simulate_weapon_fire(self);
wait 15;
decoy_grenade notify( "done");
decoy_grenade notify( "death_before_explode");
decoy_grenade delete();
}