boiii-scripts/shared/abilities/gadgets/_gadget_hero_weapon.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\clientfield_shared;
#using scripts\shared\flagsys_shared;
#using scripts\shared\visionset_mgr_shared;
#using scripts\shared\spawner_shared;
#using scripts\shared\abilities\_ability_player;
#using scripts\shared\abilities\_ability_util;
#using scripts\shared\system_shared;
#precache( "eventstring", "hero_weapon_received" );
function autoexec __init__sytem__() { system::register("gadget_hero_weapon",&__init__,undefined,undefined); }
function __init__()
{
ability_player::register_gadget_activation_callbacks( 14, &gadget_hero_weapon_on_activate, &gadget_hero_weapon_on_off );
ability_player::register_gadget_possession_callbacks( 14, &gadget_hero_weapon_on_give, &gadget_hero_weapon_on_take );
ability_player::register_gadget_flicker_callbacks( 14, &gadget_hero_weapon_on_flicker );
ability_player::register_gadget_is_inuse_callbacks( 14, &gadget_hero_weapon_is_inuse );
ability_player::register_gadget_is_flickering_callbacks( 14, &gadget_hero_weapon_is_flickering );
ability_player::register_gadget_ready_callbacks( 14, &gadget_hero_weapon_ready );
//callback::on_connect( &gadget_hero_weapon_on_connect );
//callback::on_spawned( &gadget_hero_weapon_on_spawn );
}
function gadget_hero_weapon_is_inuse( slot )
{
// returns true when the gadget is on
return self GadgetIsActive( slot );
}
function gadget_hero_weapon_is_flickering( slot )
{
// returns true when the gadget is flickering
return self GadgetFlickering( slot );
}
function gadget_hero_weapon_on_flicker( slot, weapon )
{
// excuted when the gadget flickers
}
function gadget_hero_weapon_on_give( slot, weapon )
{
// executed when gadget is added to the players inventory
if ( !isdefined( self.pers["held_hero_weapon_ammo_count"] ) )
{
self.pers["held_hero_weapon_ammo_count"] = [];
}
if( weapon.gadget_power_consume_on_ammo_use || !isdefined( self.pers["held_hero_weapon_ammo_count"][weapon] ) )
{
self.pers["held_hero_weapon_ammo_count"][weapon] = 0;
}
self SetWeaponAmmoClip( weapon, self.pers["held_hero_weapon_ammo_count"][weapon] );
n_ammo = self GetAmmoCount( weapon );
if ( n_ammo > 0 )
{
stock = self.pers["held_hero_weapon_ammo_count"][weapon] - n_ammo;
if ( stock > 0 && !weapon.isClipOnly )
{
self SetWeaponAmmoStock( weapon, stock );
}
self hero_handle_ammo_save( slot, weapon );
}
else
{
self GadgetCharging( slot, true );
}
}
function gadget_hero_weapon_on_take( slot, weapon )
{
// executed when gadget is removed from the players inventory
}
//self is the player
function gadget_hero_weapon_on_connect()
{
// setup up stuff on player connect
}
//self is the player
function gadget_hero_weapon_on_spawn()
{
// setup up stuff on player spawn
}
function gadget_hero_weapon_on_activate( slot, weapon )
{
// excecutes when the gadget is turned on
self.heroweaponKillCount = 0;
self.heroweaponShots = 0;
self.heroweaponHits = 0;
if ( !weapon.gadget_power_consume_on_ammo_use )
{
self hero_give_ammo( slot, weapon );
self hero_handle_ammo_save( slot, weapon );
}
}
function gadget_hero_weapon_on_off( slot, weapon )
{
if ( weapon.gadget_power_consume_on_ammo_use )
{
self SetWeaponAmmoClip( weapon, 0 );
}
}
function gadget_hero_weapon_ready( slot, weapon )
{
if ( weapon.gadget_power_consume_on_ammo_use )
{
hero_give_ammo( slot, weapon );
}
}
function hero_give_ammo( slot, weapon )
{
self GiveMaxAmmo( weapon );
self SetWeaponAmmoClip( weapon, weapon.clipSize );
}
function hero_handle_ammo_save( slot, weapon )
{
self thread hero_wait_for_out_of_ammo( slot, weapon );
self thread hero_wait_for_game_end( slot, weapon );
self thread hero_wait_for_death( slot, weapon );
}
function hero_wait_for_game_end( slot, weapon )
{
self endon( "disconnect" );
self notify( "hero_ongameend" );
self endon( "hero_ongameend" );
level waittill("game_ended");
if ( IsAlive( self ) )
{
self hero_save_ammo( slot, weapon );
}
}
function hero_wait_for_death( slot, weapon )
{
self endon( "disconnect" );
self notify( "hero_ondeath" );
self endon( "hero_ondeath" );
self waittill( "death" );
self hero_save_ammo( slot, weapon );
}
function hero_save_ammo( slot, weapon )
{
self.pers["held_hero_weapon_ammo_count"][weapon] = self GetAmmoCount( weapon );
}
function hero_wait_for_out_of_ammo( slot, weapon )
{
self endon( "disconnect" );
self endon( "death" );
self notify( "hero_noammo" );
self endon( "hero_noammo" );
while( 1 )
{
wait ( 0.1 );
n_ammo = self GetAmmoCount( weapon );
if ( n_ammo == 0 )
{
break;
}
}
self GadgetPowerReset( slot );
self GadgetCharging( slot, true );
}
function set_gadget_hero_weapon_status( weapon, status, time )
{
timeStr = "";
if ( IsDefined( time ) )
{
timeStr = "^3" + ", time: " + time;
}
if ( GetDvarInt( "scr_cpower_debug_prints" ) > 0 )
self IPrintlnBold( "Hero Weapon " + weapon.name + ": " + status + timeStr );
}