321 lines
13 KiB
Plaintext
321 lines
13 KiB
Plaintext
#using scripts\shared\util_shared;
|
|
|
|
|
|
|
|
#namespace flag;
|
|
|
|
/@
|
|
"Name: init( <str_flag> )"
|
|
"Summary: Initialize a str_flag to be used. All flags must be initialized before using set or wait. Some flags for ai are set by default such as 'goal', 'death', and 'damage'"
|
|
"Module: Flag"
|
|
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
|
|
"MandatoryArg: <str_flag> : name of the str_flag to create"
|
|
"Example: enemy init( "hq_cleared" );"
|
|
"SPMP: singleplayer"
|
|
@/
|
|
function init( str_flag, b_val = false, b_is_trigger = false )
|
|
{
|
|
if(!isdefined(self.flag))self.flag=[];
|
|
|
|
/#
|
|
|
|
if ( !isdefined( level.first_frame ) )
|
|
{
|
|
Assert( !isdefined( self.flag[ str_flag ] ), "Attempt to reinitialize existing flag '" + str_flag + "' on entity." );
|
|
}
|
|
|
|
#/
|
|
|
|
self.flag[ str_flag ] = b_val;
|
|
}
|
|
|
|
/@
|
|
"Name: exists( <str_flag> )"
|
|
"Summary: checks to see if a str_flag exists"
|
|
"Module: Flag"
|
|
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
|
|
"MandatoryArg: <str_flag> : name of the str_flag to check"
|
|
"Example: if ( enemy exists( "hq_cleared" ) );"
|
|
"SPMP: singleplayer"
|
|
@/
|
|
function exists( str_flag )
|
|
{
|
|
return ( isdefined( self.flag ) && isdefined( self.flag[ str_flag ] ) );
|
|
}
|
|
|
|
/@
|
|
"Name: set( <str_flag> )"
|
|
"Summary: Sets the specified str_flag on self, all scripts using wait on self will now continue."
|
|
"Module: Flag"
|
|
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
|
|
"MandatoryArg: <str_flag> : name of the str_flag to set"
|
|
"Example: enemy set( "hq_cleared" );"
|
|
"SPMP: singleplayer"
|
|
@/
|
|
function set( str_flag )
|
|
{
|
|
/#
|
|
Assert( exists( str_flag ), "Attempting to set a flag '" + str_flag + "' that's not initialized." );
|
|
#/
|
|
|
|
self.flag[ str_flag ] = true;
|
|
self notify( str_flag );
|
|
}
|
|
|
|
/@
|
|
"Name: delay_set( <str_flag> )"
|
|
"Summary: Sets the specified str_flag on self after a delay."
|
|
"Module: Flag"
|
|
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
|
|
"MandatoryArg: <n_dealy> : Time to delay before setting the flag"
|
|
"MandatoryArg: <str_flag> : name of the str_flag to set"
|
|
"OptionalArg: <str_cancel> : endon to cancel the falg set"
|
|
"Example: enemy delay_set( 10, "hq_cleared" );"
|
|
"SPMP: singleplayer"
|
|
@/
|
|
function delay_set( n_delay, str_flag, str_cancel )
|
|
{
|
|
self thread _delay_set( n_delay, str_flag, str_cancel );
|
|
}
|
|
|
|
function _delay_set( n_delay, str_flag, str_cancel )
|
|
{
|
|
if ( isdefined( str_cancel ) )
|
|
{
|
|
self endon( str_cancel );
|
|
}
|
|
|
|
self endon( "death" );
|
|
|
|
wait n_delay;
|
|
|
|
set( str_flag );
|
|
}
|
|
|
|
/@
|
|
"Name: set_for_time( <n_time>, <str_flag> )"
|
|
"Summary: Sets the specified flag, all scripts using flag_wait will now continue."
|
|
"Module: Flag"
|
|
"CallOn: "
|
|
"MandatoryArg: <n_time> : time to set the flag for"
|
|
"MandatoryArg: <str_flag> : name of the flag to set"
|
|
"Example: flag::set_for_time( 2, "hq_cleared" );"
|
|
"SPMP: both"
|
|
@/
|
|
function set_for_time( n_time, str_flag )
|
|
{
|
|
self notify( "__flag::set_for_time__" + str_flag );
|
|
self endon( "__flag::set_for_time__" + str_flag );
|
|
|
|
set( str_flag );
|
|
wait n_time;
|
|
clear( str_flag );
|
|
}
|
|
|
|
/@
|
|
"Name: clear( <str_flag> )"
|
|
"Summary: Clears the specified str_flag on self."
|
|
"Module: Flag"
|
|
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
|
|
"MandatoryArg: <str_flag> : name of the str_flag to clear"
|
|
"Example: enemy clear( "hq_cleared" );"
|
|
"SPMP: singleplayer"
|
|
@/
|
|
function clear( str_flag )
|
|
{
|
|
Assert( exists( str_flag ), "Attempting to clear a flag '" + str_flag + "' that's not initialized." );
|
|
|
|
if ( self.flag[ str_flag ] )
|
|
{
|
|
self.flag[ str_flag ] = false;
|
|
self notify( str_flag );
|
|
}
|
|
}
|
|
|
|
/@
|
|
"Name: toggle( <str_flag> )"
|
|
"Summary: Toggles the specified ent str_flag."
|
|
"Module: Flag"
|
|
"MandatoryArg: <str_flag> : name of the str_flag to toggle"
|
|
"Example: toggle( "hq_cleared" );"
|
|
"SPMP: SP"
|
|
@/
|
|
function toggle( str_flag )
|
|
{
|
|
if ( get( str_flag ) )
|
|
{
|
|
clear( str_flag );
|
|
}
|
|
else
|
|
{
|
|
set( str_flag );
|
|
}
|
|
}
|
|
|
|
/@
|
|
"Name: get( <str_flag> )"
|
|
"Summary: Checks if the str_flag is set on self. Returns true or false."
|
|
"Module: Flag"
|
|
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
|
|
"MandatoryArg: <str_flag> : name of the str_flag to check"
|
|
"Example: enemy get( "death" );"
|
|
"SPMP: singleplayer"
|
|
@/
|
|
function get( str_flag )
|
|
{
|
|
Assert( exists( str_flag ), "Tried to get flag '" + str_flag + "' that's not initialized." );
|
|
|
|
return self.flag[ str_flag ];
|
|
}
|
|
|
|
/@
|
|
"Name: wait( <str_flag> )"
|
|
"Summary: Waits until the specified str_flag is set on self. Even handles some default flags for ai such as 'goal' and 'damage'"
|
|
"Module: Flag"
|
|
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
|
|
"MandatoryArg: <str_flag> : name of the str_flag to wait on"
|
|
"Example: enemy wait( "goal" );"
|
|
"SPMP: singleplayer"
|
|
@/
|
|
function wait_till( str_flag )
|
|
{
|
|
self endon( "death" );
|
|
|
|
while ( !get( str_flag ) )
|
|
{
|
|
self waittill( str_flag );
|
|
}
|
|
}
|
|
|
|
function wait_till_timeout( n_timeout, str_flag )
|
|
{
|
|
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
|
|
wait_till( str_flag );
|
|
}
|
|
|
|
function wait_till_all( a_flags )
|
|
{
|
|
self endon( "death" );
|
|
|
|
for ( i = 0; i < a_flags.size; i++ )
|
|
{
|
|
str_flag = a_flags[i];
|
|
|
|
if ( !get( str_flag ) )
|
|
{
|
|
self waittill( str_flag );
|
|
i = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
function wait_till_all_timeout( n_timeout, a_flags )
|
|
{
|
|
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
|
|
wait_till_all( a_flags );
|
|
}
|
|
|
|
function wait_till_any( a_flags )
|
|
{
|
|
self endon( "death" );
|
|
|
|
foreach ( flag in a_flags )
|
|
{
|
|
if ( get( flag ) )
|
|
{
|
|
return flag;
|
|
}
|
|
}
|
|
|
|
util::waittill_any_array( a_flags );
|
|
}
|
|
|
|
function wait_till_any_timeout( n_timeout, a_flags )
|
|
{
|
|
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
|
|
wait_till_any( a_flags );
|
|
}
|
|
|
|
function wait_till_clear( str_flag )
|
|
{
|
|
self endon( "death" );
|
|
|
|
while ( get( str_flag ) )
|
|
{
|
|
self waittill( str_flag );
|
|
}
|
|
}
|
|
|
|
function wait_till_clear_timeout( n_timeout, str_flag )
|
|
{
|
|
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
|
|
wait_till_clear( str_flag );
|
|
}
|
|
|
|
function wait_till_clear_all( a_flags )
|
|
{
|
|
self endon( "death" );
|
|
|
|
for ( i = 0; i < a_flags.size; i++ )
|
|
{
|
|
str_flag = a_flags[i];
|
|
|
|
if ( get( str_flag ) )
|
|
{
|
|
self waittill( str_flag );
|
|
i = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
function wait_till_clear_all_timeout( n_timeout, a_flags )
|
|
{
|
|
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
|
|
wait_till_clear_all( a_flags );
|
|
}
|
|
|
|
function wait_till_clear_any( a_flags )
|
|
{
|
|
self endon( "death" );
|
|
|
|
while ( true )
|
|
{
|
|
foreach ( flag in a_flags )
|
|
{
|
|
if ( !get( flag ) )
|
|
{
|
|
return flag;
|
|
}
|
|
}
|
|
|
|
util::waittill_any_array( a_flags );
|
|
}
|
|
}
|
|
|
|
function wait_till_clear_any_timeout( n_timeout, a_flags )
|
|
{
|
|
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
|
|
wait_till_clear_any( a_flags );
|
|
}
|
|
|
|
/@
|
|
"Name: delete( <flagname> )"
|
|
"Summary: delete a flag that has been inited to free vars"
|
|
"Module: Flag"
|
|
"CallOn: "
|
|
"MandatoryArg: <flagname> : name of the flag to create"
|
|
"Example: flag::delete( "hq_cleared" );"
|
|
"SPMP: SP"
|
|
@/
|
|
function delete( str_flag )
|
|
{
|
|
if ( isdefined( self.flag[ str_flag ] ) )
|
|
{
|
|
self.flag[ str_flag ] = undefined;
|
|
}
|
|
else
|
|
{
|
|
/# PrintLn( "flag_delete() called on flag that does not exist: " + str_flag ); #/
|
|
}
|
|
}
|