boiii-scripts/shared/abilities/gadgets/_gadget_immolation.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\spawner_shared;
#using scripts\shared\util_shared;
#using scripts\shared\abilities\_ability_player;
#using scripts\shared\abilities\_ability_util;
#using scripts\shared\system_shared;
function autoexec __init__sytem__() { system::register("gadget_immolation",&__init__,undefined,undefined); }
function __init__()
{
ability_player::register_gadget_activation_callbacks( 34, &gadget_immolation_on, &gadget_immolation_off );
ability_player::register_gadget_possession_callbacks( 34, &gadget_immolation_on_give, &gadget_immolation_on_take );
ability_player::register_gadget_flicker_callbacks( 34, &gadget_immolation_on_flicker );
ability_player::register_gadget_is_inuse_callbacks( 34, &gadget_immolation_is_inuse );
ability_player::register_gadget_is_flickering_callbacks( 34, &gadget_immolation_is_flickering );
ability_player::register_gadget_primed_callbacks( 34, &gadget_immolation_is_primed );
callback::on_connect( &gadget_immolation_on_connect );
}
function gadget_immolation_is_inuse( slot )
{
// returns true when the gadget is on
return self flagsys::get( "gadget_immolation_on" );
}
function gadget_immolation_is_flickering( slot )
{
// returns true when the gadget is flickering
if(isDefined(level.cybercom) && isDefined(level.cybercom.immolation))
{
return self [[level.cybercom.immolation._is_flickering]](slot);
}
return false;
}
function gadget_immolation_on_flicker( slot, weapon )
{
// excuted when the gadget flickers
// excuted when the gadget flickers
if(isDefined(level.cybercom) && isDefined(level.cybercom.immolation))
{
self [[level.cybercom.immolation._on_flicker]](slot, weapon);
}
}
function gadget_immolation_on_give( slot, weapon )
{
// executed when gadget is added to the players inventory
if(isDefined(level.cybercom) && isDefined(level.cybercom.immolation))
{
self [[level.cybercom.immolation._on_give]](slot, weapon);
}
}
function gadget_immolation_on_take( slot, weapon )
{
// executed when gadget is removed from the players inventory
if(isDefined(level.cybercom) && isDefined(level.cybercom.immolation))
{
self [[level.cybercom.immolation._on_take]](slot, weapon);
}
}
//self is the player
function gadget_immolation_on_connect()
{
// setup up stuff on player connect
if(isDefined(level.cybercom) && isDefined(level.cybercom.immolation))
{
self [[level.cybercom.immolation._on_connect]]();
}
}
function gadget_immolation_on( slot, weapon )
{
// excecutes when the gadget is turned on
self flagsys::set( "gadget_immolation_on" );
if(isDefined(level.cybercom) && isDefined(level.cybercom.immolation))
{
self [[level.cybercom.immolation._on]](slot, weapon);
}
}
function gadget_immolation_off( slot, weapon )
{
// excecutes when the gadget is turned off`
self flagsys::clear( "gadget_immolation_on" );
if(isDefined(level.cybercom) && isDefined(level.cybercom.immolation))
{
self [[level.cybercom.immolation._off]](slot, weapon);
}
}
function gadget_immolation_is_primed( slot, weapon )
{
// excecutes when the gadget is turned off`
if(isDefined(level.cybercom) && isDefined(level.cybercom.immolation))
{
self [[level.cybercom.immolation._is_primed]](slot, weapon);
}
}