111 lines
11 KiB
Plaintext
111 lines
11 KiB
Plaintext
#using scripts\codescripts\struct;
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#using scripts\shared\callbacks_shared;
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#using scripts\shared\clientfield_shared;
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#using scripts\shared\flagsys_shared;
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#using scripts\shared\spawner_shared;
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#using scripts\shared\util_shared;
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#using scripts\shared\abilities\_ability_player;
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#using scripts\shared\abilities\_ability_util;
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#using scripts\shared\system_shared;
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function autoexec __init__sytem__() { system::register("gadget_system_overload",&__init__,undefined,undefined); }
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function __init__()
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{
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ability_player::register_gadget_activation_callbacks( 18, &gadget_system_overload_on, &gadget_system_overload_off );
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ability_player::register_gadget_possession_callbacks( 18, &gadget_system_overload_on_give, &gadget_system_overload_on_take );
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ability_player::register_gadget_flicker_callbacks( 18, &gadget_system_overload_on_flicker );
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ability_player::register_gadget_is_inuse_callbacks( 18, &gadget_system_overload_is_inuse );
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ability_player::register_gadget_is_flickering_callbacks( 18, &gadget_system_overload_is_flickering );
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ability_player::register_gadget_primed_callbacks( 18, &gadget_system_overload_is_primed );
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callback::on_connect( &gadget_system_overload_on_connect );
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}
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function gadget_system_overload_is_inuse( slot )
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{
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// returns true when the gadget is on
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return self flagsys::get( "gadget_system_overload_on" );
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}
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function gadget_system_overload_is_flickering( slot )
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{
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// returns true when the gadget is flickering
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if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
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{
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return self [[level.cybercom.system_overload._is_flickering]](slot);
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}
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return false;
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}
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function gadget_system_overload_on_flicker( slot, weapon )
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{
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if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
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{
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self [[level.cybercom.system_overload._on_flicker]](slot, weapon);
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} // excuted when the gadget flickers
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}
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function gadget_system_overload_on_give( slot, weapon )
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{
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if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
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{
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self [[level.cybercom.system_overload._on_give]](slot, weapon);
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} // executed when gadget is added to the players inventory
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}
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function gadget_system_overload_on_take( slot, weapon )
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{
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// executed when gadget is removed from the players inventory
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if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
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{
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self [[level.cybercom.system_overload._on_take]](slot, weapon);
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}
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}
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//self is the player
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function gadget_system_overload_on_connect()
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{
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// setup up stuff on player connect
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if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
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{
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self [[level.cybercom.system_overload._on_connect]]();
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}
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}
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function gadget_system_overload_on( slot, weapon )
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{
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// excecutes when the gadget is turned on
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self flagsys::set( "gadget_system_overload_on" );
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if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
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{
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self [[level.cybercom.system_overload._on]](slot, weapon);
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}
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}
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function gadget_system_overload_off( slot, weapon )
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{
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// excecutes when the gadget is turned off`
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self flagsys::clear( "gadget_system_overload_on" );
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if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
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{
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self [[level.cybercom.system_overload._off]](slot, weapon);
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}
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}
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function gadget_system_overload_is_primed( slot, weapon )
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{
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if(isDefined(level.cybercom) && isDefined(level.cybercom.system_overload))
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{
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self [[level.cybercom.system_overload._is_primed]](slot, weapon);
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}
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} |