162 lines
9.9 KiB
Plaintext
162 lines
9.9 KiB
Plaintext
#using scripts\codescripts\struct;
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#using scripts\shared\callbacks_shared;
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#using scripts\shared\challenges_shared;
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#using scripts\shared\damagefeedback_shared;
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#using scripts\shared\scoreevents_shared;
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#using scripts\shared\system_shared;
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#using scripts\shared\util_shared;
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#using scripts\shared\weapons\_weaponobjects;
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#precache( "fx", "_t6/misc/fx_equip_light_red" );
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#precache( "fx", "_t6/misc/fx_equip_light_green" );
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#namespace acousticsensor;
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function init_shared()
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{
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level._effect["acousticsensor_enemy_light"] = "_t6/misc/fx_equip_light_red";
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level._effect["acousticsensor_friendly_light"] = "_t6/misc/fx_equip_light_green";
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callback::add_weapon_watcher( &createAcousticSensorWatcher );
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}
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function createAcousticSensorWatcher()
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{
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watcher = self weaponobjects::createUseWeaponObjectWatcher( "acoustic_sensor", self.team );
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watcher.onSpawn =&onSpawnAcousticSensor;
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watcher.onDetonateCallback =&acousticSensorDetonate;
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watcher.stun = &weaponobjects::weaponStun;
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watcher.stunTime = 5;
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watcher.hackable = true;
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watcher.onDamage =&watchAcousticSensorDamage;
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}
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function onSpawnAcousticSensor( watcher, player ) // self == acoustic sensor
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{
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self endon( "death" );
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self thread weaponobjects::onSpawnUseWeaponObject( watcher, player );
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player.acousticSensor = self;
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self SetOwner( player );
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self SetTeam( player.team );
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self.owner = player;
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self PlayLoopSound ( "fly_acoustic_sensor_lp" );
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if ( !self util::isHacked() )
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{
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player AddWeaponStat( self.weapon, "used", 1 );
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}
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self thread watchShutdown( player, self.origin );
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}
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function acousticSensorDetonate( attacker, weapon, target )
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{
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if ( !isdefined( weapon ) || !weapon.isEmp )
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{
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PlayFX( level._equipment_explode_fx, self.origin );
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}
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if ( isdefined( attacker ) )
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{
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if ( self.owner util::IsEnemyPlayer( attacker ) )
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{
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attacker challenges::destroyedEquipment( weapon );
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scoreevents::processScoreEvent( "destroyed_motion_sensor", attacker, self.owner, weapon );
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}
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}
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PlaySoundAtPosition ( "dst_equipment_destroy", self.origin );
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self destroyEnt();
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}
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function destroyEnt()
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{
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self delete();
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}
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function watchShutdown( player, origin )
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{
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self util::waittill_any( "death", "hacked" );
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if ( isdefined( player ) )
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player.acousticSensor = undefined;
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}
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function watchAcousticSensorDamage( watcher ) // self == acoustic sensor
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{
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self endon( "death" );
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self endon( "hacked" );
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self SetCanDamage( true );
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damageMax = 100;
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if ( !self util::isHacked() )
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{
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self.damageTaken = 0;
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}
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while( true )
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{
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self.maxhealth = 100000;
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self.health = self.maxhealth;
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self waittill( "damage", damage, attacker, direction, point, type, tagName, modelName, partname, weapon, iDFlags );
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if ( !isdefined( attacker ) || !isplayer( attacker ) )
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continue;
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if ( level.teamBased && attacker.team == self.owner.team && attacker != self.owner )
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continue;
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// most equipment should be flash/concussion-able, so it'll disable for a short period of time
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// check to see if the equipment has been flashed/concussed and disable it (checking damage < 5 is a bad idea, so check the weapon name)
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// we're currently allowing the owner/teammate to flash their own
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// do damage feedback
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if ( watcher.stunTime > 0 && weapon.doStun )
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{
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self thread weaponobjects::stunStart( watcher, watcher.stunTime );
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}
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if ( weapon.doDamageFeedback )
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{
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// if we're not on the same team then show damage feedback
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if ( level.teambased && self.owner.team != attacker.team )
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{
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if ( damagefeedback::doDamageFeedback( weapon, attacker ) )
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attacker damagefeedback::update();
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}
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// for ffa just make sure the owner isn't the same
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else if ( !level.teambased && self.owner != attacker )
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{
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if ( damagefeedback::doDamageFeedback( weapon, attacker ) )
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attacker damagefeedback::update();
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}
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}
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if ( isPlayer( attacker ) && level.teambased && isdefined( attacker.team ) && self.owner.team == attacker.team && attacker != self.owner )
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continue;
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if ( type == "MOD_MELEE" || weapon.isEmp )
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{
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self.damageTaken = damageMax;
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}
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else
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{
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self.damageTaken += damage;
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}
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if ( self.damageTaken >= damageMax )
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{
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//attacker _properks::shotEquipment( self.owner, iDFlags );
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watcher thread weaponobjects::waitAndDetonate( self, 0.0, attacker, weapon );
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return;
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}
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}
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} |