boiii-scripts/shared/abilities/gadgets/_gadget_shock_field.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\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_shock_field",&__init__,undefined,undefined); }
function __init__()
{
clientfield::register( "allplayers", "shock_field" , 1, 1, "int" );
ability_player::register_gadget_activation_callbacks( 39, &gadget_shock_field_on, &gadget_shock_field_off );
ability_player::register_gadget_possession_callbacks( 39, &gadget_shock_field_on_give, &gadget_shock_field_on_take );
ability_player::register_gadget_flicker_callbacks( 39, &gadget_shock_field_on_flicker );
ability_player::register_gadget_is_inuse_callbacks( 39, &gadget_shock_field_is_inuse );
ability_player::register_gadget_is_flickering_callbacks( 39, &gadget_shock_field_is_flickering );
callback::on_connect( &gadget_shock_field_on_connect );
}
function gadget_shock_field_is_inuse( slot )
{
// returns true when the gadget is on
return self GadgetIsActive( slot );
}
function gadget_shock_field_is_flickering( slot )
{
// returns true when the gadget is flickering
}
function gadget_shock_field_on_flicker( slot, weapon )
{
// excuted when the gadget flickers
}
function gadget_shock_field_on_give( slot, weapon )
{
// executed when gadget is added to the players inventory
self clientfield::set( "shock_field", 0 );
}
function gadget_shock_field_on_take( slot, weapon )
{
// executed when gadget is removed from the players inventory
self clientfield::set( "shock_field", 0 );
}
//self is the player
function gadget_shock_field_on_connect()
{
// setup up stuff on player connect
}
function gadget_shock_field_on( slot, weapon )
{
// excecutes when the gadget is turned on
self GadgetSetActivateTime( slot, GetTime() );
self thread shock_field_think( slot, weapon );
self clientfield::set( "shock_field", 1 );
}
function gadget_shock_field_off( slot, weapon )
{
// excecutes when the gadget is turned off`
self notify ( "shock_field_off" );
self clientfield::set( "shock_field", 0 );
}
function shock_field_think( slot, weapon )
{
self endon ( "shock_field_off" );
self notify ( "shock_field_on" );
self endon( "shock_field_on" );
while( 1 )
{
wait ( .25 );
if ( !self gadget_shock_field_is_inuse( slot ) )
{
return;
}
entities = GetDamageableEntArray( self.origin, weapon.gadget_shockfield_radius );
foreach( entity in entities )
{
if( IsPlayer( entity ) )
{
if( self GetEntityNumber() == entity GetEntityNumber() )
{
continue;
}
if( self.team == entity.team )
{
continue;
}
if ( !IsAlive( entity ) )
{
continue;
}
if ( BulletTracePassed( self.origin + ( 0, 0, 30 ), entity.origin + ( 0, 0, 30 ), true, self, undefined, false, true ) )
{
entity DoDamage( weapon.gadget_shockfield_damage, self.origin + ( 0, 0, 30 ), self, self, 0, "MOD_GRENADE_SPLASH" );
entity setdoublejumpenergy( 0 );
entity resetdoublejumprechargetime();
entity thread shock_field_zap_sound( weapon );
self thread flicker_field_fx();
shellshock_duration = .25;
if ( entity util::mayApplyScreenEffect() )
{
shellshock_duration = 0.5;
entity shellshock("proximity_grenade", shellshock_duration, false );
}
}
}
}
}
}
function shock_field_zap_sound( weapon )
{
if ( ( isdefined( self.shock_field_zap_sound ) && self.shock_field_zap_sound ) )
return;
self.shock_field_zap_sound=true;
self playsound("wpn_taser_mine_zap");
wait 1.0;
if ( IsDefined(self) )
self.shock_field_zap_sound=false;
}
function flicker_field_fx()
{
self endon ( "shock_field_off" );
self notify( "flicker_field_fx" );
self endon ( "flicker_field_fx" );
self clientfield::set( "shock_field", 0 );
wait RandomFloatRange(0.03,0.23);
if (IsDefined(self))
self clientfield::set( "shock_field", 1 );
}