boiii-scripts/shared/abilities/gadgets/_gadget_overdrive.gsc
2023-04-13 17:30:38 +02:00

104 lines
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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\visionset_mgr_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_overdrive",&__init__,undefined,undefined); }
function __init__()
{
ability_player::register_gadget_activation_callbacks( 28, &gadget_overdrive_on, &gadget_overdrive_off );
ability_player::register_gadget_possession_callbacks( 28, &gadget_overdrive_on_give, &gadget_overdrive_on_take );
ability_player::register_gadget_flicker_callbacks( 28, &gadget_overdrive_on_flicker );
ability_player::register_gadget_is_inuse_callbacks( 28, &gadget_overdrive_is_inuse );
ability_player::register_gadget_is_flickering_callbacks( 28, &gadget_overdrive_is_flickering );
if ( !IsDefined( level.vsmgr_prio_visionset_overdrive ) )
{
level.vsmgr_prio_visionset_overdrive = 65;
}
visionset_mgr::register_info( "visionset", "overdrive", 1, level.vsmgr_prio_visionset_overdrive, 15, true, &visionset_mgr::ramp_in_out_thread_per_player, false );
callback::on_connect( &gadget_overdrive_on_connect );
clientfield::register( "toplayer", "overdrive_state", 1, 1, "int");
}
function gadget_overdrive_is_inuse( slot )
{
// returns true when the gadget is on
return self flagsys::get( "gadget_overdrive_on" );
}
function gadget_overdrive_is_flickering( slot )
{
// returns true when the gadget is flickering
}
function gadget_overdrive_on_flicker( slot, weapon )
{
// excuted when the gadget flickers
}
function gadget_overdrive_on_give( slot, weapon )
{
// executed when gadget is added to the players inventory
if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive))
{
self [[level.cybercom.overdrive._on_give]](slot, weapon);
}
}
function gadget_overdrive_on_take( slot, weapon )
{
// executed when gadget is removed from the players inventory
if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive))
{
self [[level.cybercom.overdrive._on_take]](slot, weapon);
}
// gadget_overdrive_off( slot, weapon );
}
//self is the player
function gadget_overdrive_on_connect()
{
// setup up stuff on player connect
}
function gadget_overdrive_on( slot, weapon )
{
if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive))
{
// excecutes when the gadget is turned on
self thread [[level.cybercom.overdrive._on]](slot, weapon);
self flagsys::set( "gadget_overdrive_on" );
}
}
function gadget_overdrive_off( slot, weapon )
{
// excecutes when the gadget is turned off`
self flagsys::clear( "gadget_overdrive_on" );
if(isDefined(level.cybercom) && isDefined(level.cybercom.overdrive))
{
self thread [[level.cybercom.overdrive._off]](slot, weapon);
}
}