iw6-scripts-dev/common_scripts/_destructible.gsc
2024-12-11 11:28:08 +01:00

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#include common_scripts\utility;
#using_animtree( "destructibles" );
// Car alarm constants
MAX_SIMULTANEOUS_CAR_ALARMS = 2;
CAR_ALARM_ALIAS = "car_alarm";
CAR_ALARM_OFF_ALIAS = "car_alarm_off";
NO_CAR_ALARM_MAX_ELAPSED_TIME = 120;
CAR_ALARM_TIMEOUT = 25;
DESTROYED_ATTACHMENT_SUFFIX = "_destroy";
SP_DAMAGE_BIAS = 0.5;
SP_EXPLOSIVE_DAMAGE_BIAS = 9.0;
MP_DAMAGE_BIAS = 1.0;
MP_EXPLOSIVE_DAMAGE_BIAS = 13.0;
SP_SHOTGUN_BIAS = 8.0;
MP_SHOTGUN_BIAS = 4.0;
init()
{
/#
SetDevDvarIfUninitialized( "debug_destructibles", "0" );
SetDevDvarIfUninitialized( "destructibles_enable_physics", "1" );
SetDevDvarIfUninitialized( "destructibles_show_radiusdamage", "0" );
#/
level.destructibleSpawnedEntsLimit = 50;
level.destructibleSpawnedEnts = [];
level.currentCarAlarms = 0;
level.commonStartTime = GetTime();
if ( !IsDefined( level.fast_destructible_explode ) )
level.fast_destructible_explode = false; // want to isolate resulting bugs to hamburg. - Nate
/#
level.created_destructibles = [];
#/
if ( !isdefined( level.func ) )
{
// this array will be filled with code commands that SP or MP may use but doesn't exist in the other.
level.func = [];
}
destructibles_enabled = true;
/#
destructibles_enabled = ( GetDvarInt( "destructibles_enabled", 1 ) == 1 );
#/
if ( destructibles_enabled )
find_destructibles();
deletables = GetEntArray( "delete_on_load", "targetname" );
foreach ( ent in deletables )
ent Delete();
init_destroyed_count();
init_destructible_frame_queue();
}
debgugPrintDestructibleList()
{
/#
total = 0;
if ( GetDvarInt( "destructibles_locate" ) > 0 )
{
// Print out the destructibles we created and where they are all located
PrintLn( "##################" );
PrintLn( "DESTRUCTIBLE LIST:" );
PrintLn( "##################" );
PrintLn( "" );
keys = GetArrayKeys( level.created_destructibles );
foreach ( key in keys )
{
PrintLn( key + ": " + level.created_destructibles[ key ].size );
total += level.created_destructibles[ key ].size;
}
PrintLn( "" );
PrintLn( "Total: " + total );
PrintLn( "" );
PrintLn( "Locations:" );
foreach ( key in keys )
{
foreach ( destructible in level.created_destructibles[ key ] )
{
PrintLn( key + ": " + destructible.origin );
}
}
PrintLn( "" );
PrintLn( "##################" );
level.created_destructibles = undefined;
}
#/
}
find_destructibles()
{
//---------------------------------------------------------------------
// Find all destructibles by their targetnames and run the setup
//---------------------------------------------------------------------
if( !IsDefined( level.destructible_functions ) )
level.destructible_functions = [];
// Temporary store any dot refs in prefabs
dots = [];
foreach ( struct in level.struct )
if ( IsDefined( struct.script_noteworthy ) &&
struct.script_noteworthy == "destructible_dot" )
dots[ dots.size ] = struct;
//assuring orders -nate
vehicles = GetEntArray( "destructible_vehicle", "targetname" );
foreach ( vehicle in vehicles )
{
vehicle thread setup_destructibles_thread( dots );
}
destructible_toy = GetEntArray( "destructible_toy", "targetname" );
foreach ( toy in destructible_toy )
{
toy thread setup_destructibles_thread( dots );
}
debgugPrintDestructibleList();
}
setup_destructibles_thread( dots )
{
self setup_destructibles();
self setup_destructible_dots( dots );
}
setup_destructible_dots( dots )
{
destructibleInfo = self.destructibleInfo;
AssertEx( IsDefined( destructibleInfo ), "Setup destructibles did not execute properly for this destructible" );
foreach ( dot in dots )
{
if ( IsDefined( level.destructible_type[ destructibleInfo ].destructible_dots ) )
return;
if ( IsDefined( dot.script_parameters ) &&
IsSubStr( dot.script_parameters, "destructible_type" ) &&
IsSubStr( dot.script_parameters, self.destructible_type ) )
{
// This isnt the best solution. With how are prefabs system works I basically look for the dot reference closest to
// the destructible origin
if ( DistanceSquared( self.origin, dot.origin ) < 1 )
{
triggers = GetEntArray( dot.target, "targetname" );
level.destructible_type[ destructibleInfo ].destructible_dots = [];
// Find out which triggers are associated with this destructible and "precache" the info
foreach ( trigger in triggers )
{
script_index = trigger.script_index;
AssertEx( IsDefined( script_index ), "Must specify a script_index for trigger being used as DOT in destructible prefab" );
if ( !IsDefined( level.destructible_type[ destructibleInfo ].destructible_dots[ script_index ] ) )
level.destructible_type[ destructibleInfo ].destructible_dots[ script_index ] = [];
triggerIndex = level.destructible_type[ destructibleInfo ].destructible_dots[ script_index ].size;
level.destructible_type[ destructibleInfo ].destructible_dots[ script_index ][ triggerIndex ][ "classname" ] = trigger.classname;
level.destructible_type[ destructibleInfo ].destructible_dots[ script_index ][ triggerIndex ][ "origin" ] = trigger.origin;
spawnflags = ter_op( IsDefined( trigger.spawnflags ), trigger.spawnflags, 0 );
level.destructible_type[ destructibleInfo ].destructible_dots[ script_index ][ triggerIndex ][ "spawnflags" ] = spawnflags;
switch( trigger.classname )
{
case "trigger_radius":
level.destructible_type[ destructibleInfo ].destructible_dots[ script_index ][ triggerIndex ][ "radius" ] = trigger.height;
level.destructible_type[ destructibleInfo ].destructible_dots[ script_index ][ triggerIndex ][ "height" ] = trigger.height;
break;
default:
AssertMsg( "This class is not supported for DOTs" );
}
trigger Delete();
}
break;
}
}
}
}
destructible_getInfoIndex( destructibleType )
{
if ( !isdefined( level.destructible_type ) )
return - 1;
if ( level.destructible_type.size == 0 )
return - 1;
for ( i = 0 ; i < level.destructible_type.size ; i++ )
{
if ( destructibleType == level.destructible_type[ i ].v[ "type" ] )
return i;
}
// didn't find it in the array, must not exist
return - 1;
}
destructible_getType( destructibleType )
{
// if it's already been created dont create it again
infoIndex = destructible_getInfoIndex( destructibleType );
if ( infoIndex >= 0 )
return infoIndex;
// This is the new stuff, Each Script describes this function.
if ( !IsDefined( level.destructible_functions[ destructibleType ] ) )
AssertMsg( "Destructible object 'destructible_type' " + destructibleType + "' is not valid. Have you Repackaged Zone/Script? Sometimes you need to rebuild BSP ents." );
[[ level.destructible_functions[ destructibleType ] ]]();
infoIndex = destructible_getInfoIndex( destructibleType );
assert( infoIndex >= 0 );
return infoIndex;
}
setup_destructibles()
{
//---------------------------------------------------------------------
// Figure out what destructible information this entity should use
//---------------------------------------------------------------------
destructibleInfo = undefined;
AssertEx( IsDefined( self.destructible_type ), "Destructible object with targetname 'destructible' does not have a 'destructible_type' key / value" );
self.modeldummyon = false;// - nate added for vehicle dummy stuff. This is so I can turn a destructible into a dummy and throw it around on jeepride.
self add_damage_owner_recorder(); // Mackey added to track who is damaging the car
self.destructibleInfo = destructible_getType( self.destructible_type );
if ( self.destructibleInfo < 0 )
return;
/#
// Store what destructibles we create and where they are located so we can get a list in the console
if ( !isdefined(level.created_destructibles) )
level.created_destructibles = [];
if ( !isdefined( level.created_destructibles[ self.destructible_type ] ) )
level.created_destructibles[ self.destructible_type ] = [];
nextIndex = level.created_destructibles[ self.destructible_type ].size;
level.created_destructibles[ self.destructible_type ][ nextIndex ] = self;
#/
precache_destructibles();
add_destructible_fx();
if ( IsDefined( level.destructible_transient ) && IsDefined( level.destructible_transient[ self.destructible_type ] ) )
{
flag_wait( level.destructible_transient[ self.destructible_type ] + "_loaded" );
}
// Boon Oct2012. Allow models to be attached, so we don't have to export models with complex intact and destroyed variations all in one.
// This should save some memory in cases where we also want static intact and/or destroyed models, since they can now reuse geo.
if ( IsDefined( level.destructible_type[ self.destructibleInfo].attachedModels ) )
{
foreach ( attachedModel in level.destructible_type[ self.destructibleInfo].attachedModels )
{
if ( IsDefined( attachedModel.tag ) )
self Attach( attachedModel.model, attachedModel.tag );
else
self Attach( attachedModel.model );
if ( self.modeldummyon )
if ( IsDefined( attachedModel.tag ) )
self.modeldummy Attach( attachedModel.model, attachedModel.tag );
else
self.modeldummy Attach( attachedModel.model );
}
}
//---------------------------------------------------------------------
// Set up all parts on the entity
//---------------------------------------------------------------------
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts ) )
{
self.destructible_parts = [];
for ( i = 0; i < level.destructible_type[ self.destructibleInfo].parts.size; i++ )
{
// create the struct where the info for each entity will be held
self.destructible_parts[ i ] = SpawnStruct();
// set it's current state to 0 since it has never taken damage yet and will be on it's first state
self.destructible_parts[ i ].v[ "currentState" ] = 0;
// if it has a health value then store it's value
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "health" ] ) )
self.destructible_parts[ i ].v[ "health" ] = level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "health" ];
// find random attachements such as random advertisements on taxi cabs and attach them now
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "random_dynamic_attachment_1" ] ) )
{
randAttachmentIndex = RandomInt( level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "random_dynamic_attachment_1" ].size );
attachTag = level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "random_dynamic_attachment_tag" ][ randAttachmentIndex ];
attach_model_1 = level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "random_dynamic_attachment_1" ][ randAttachmentIndex ];
attach_model_2 = level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "random_dynamic_attachment_2" ][ randAttachmentIndex ];
clipToRemove = level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "clipToRemove" ][ randAttachmentIndex ];
self thread do_random_dynamic_attachment( attachTag, attach_model_1, attach_model_2, clipToRemove );
}
// continue if it's the base model since its not an attached part
if ( i == 0 )
continue;
// (Boon Aug2012: The modelName stuff here appears to be dead code, left over from when parts were actually attached.)
// Show and hide parts as appropriate
modelName = level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "modelName" ];
tagName = level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "tagName" ];
stateIndex = 1;
while ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ i ][ stateIndex ] ) )
{
stateTagName = level.destructible_type[ self.destructibleInfo].parts[ i ][ stateIndex ].v[ "tagName" ];
stateModelName = level.destructible_type[ self.destructibleInfo].parts[ i ][ stateIndex ].v[ "modelName" ];
if ( IsDefined( stateTagName ) && stateTagName != tagName )
{
self hideapart( stateTagName );
if ( self.modeldummyon )
self.modeldummy hideapart( stateTagName );
}
stateIndex++;
}
}
}
// some destructibles have collision that needs to change due to the large change in the destructible when it blows up
if ( IsDefined( self.target ) )
thread destructible_handles_collision_brushes();
//---------------------------------------------------------------------
// Make this entity take damage and wait for events
//---------------------------------------------------------------------
if ( self.code_classname != "script_vehicle" )
self SetCanDamage( true );
if ( isSP() )
self thread connectTraverses();
self thread destructible_think();
}
/*
=============
///ScriptDocBegin
"Name: destructible_create( <type> , <tagName> , <health> , <validAttackers> , <validDamageZone> , <validDamageCause> )"
"Summary: Define a new type of destructible. This automatically creates the first 'part' in the destructible and the first 'state' for that part."
"Module: Destructible"
"CallOn: nothing"
"MandatoryArg: <type>: Each type of destructible needs a unique name. This is generally the same as the name of the gsc file and must match the 'destructible_type' keypair in Radiant."
"MandatoryArg: <tagName>: It is essential that this tag exists but I haven't yet figured out if there's a good reason for it."
"MandatoryArg: <health>: When this much damage is done, the destructible will do everything defined by the destructible_fx, destructible_anim, etc functions you put below this one, and transition to the next state."
"OptionalArg: <validAttackers>: See isAttackerValid() for good values."
"OptionalArg: <validDamageZone>: This is always 32. As far as I can tell it's not used for anything."
"OptionalArg: <validDamageCause>: See isValidDamageCause() for good values. Undefined means all damage is valid."
"Example: destructible_create( "vehicle_pickup", "tag_body", 300, undefined, 32, "no_melee" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_create( type, tagName, health, validAttackers, validDamageZone, validDamageCause )
{
//---------------------------------------------------------------------
// Creates a new information structure for a destructible object
//---------------------------------------------------------------------
Assert( IsDefined( type ) );
if ( !isdefined( level.destructible_type ) )
level.destructible_type = [];
destructibleIndex = level.destructible_type.size;
destructibleIndex = level.destructible_type.size;
level.destructible_type[ destructibleIndex ] = SpawnStruct();
level.destructible_type[ destructibleIndex ].v[ "type" ] = type;
level.destructible_type[ destructibleIndex ].parts = [];
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ] = SpawnStruct();
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "modelName" ] = self.model;
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "tagName" ] = tagName;
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "health" ] = health;
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "validAttackers" ] = validAttackers;
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "validDamageZone" ] = validDamageZone;
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "validDamageCause" ] = validDamageCause;
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "godModeAllowed" ] = true;
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "rotateTo" ] = self.angles;
level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "vehicle_exclude_anim" ] = false;
}
/*
=============
///ScriptDocBegin
"Name: destructible_part( <tagName> , <modelName> , <health> , <validAttackers> , <validDamageZone> , <validDamageCause> , <alsoDamageParent> , <physicsOnExplosion> , <grenadeImpactDeath> , <receiveDamageFromParent> )"
"Summary: Add a new 'part' to the last destructible type created. A part can be either a piece of the model that can be damaged (and hidden, shown, etc) separately from the rest, or a separate model that can be thrown using physics."
"Module: Destructible"
"CallOn: nothing"
"MandatoryArg: <tagName>: All geometry skinned to this tag will be considered to be this part."
"OptionalArg: <modelName>: The model fired off. This happens on a state change (if destructible_physics() is specified) or when the destructible explodes. The model is fired from "tagName", directly away from the origin of the entity."
"OptionalArg: <health>: How much damage this part can sustain before transitioning to its next state. Undefined means this part does not take damage."
"OptionalArg: <validAttackers>: See isAttackerValid() for good values."
"OptionalArg: <validDamageZone>: This is always 32. As far as I can tell it's not used for anything though."
"OptionalArg: <validDamageCause>: See isValidDamageCause() for good values. Undefined means all damage is valid."
"OptionalArg: <alsoDamageParent>: Fraction of damage done to this part that is also passed on to the parent entity. Defaults to 0."
"OptionalArg: <physicsOnExplosion>: If set >0 and a state transition happens where destructible_explode() is used, launch "modelName" using physics with velocity scaled by this value."
"OptionalArg: <grenadeImpactDeath>: If defined, transition to the next state if hit by a grenade. Good for windows."
"OptionalArg: <receiveDamageFromParent>: Fraction of damage done to parent that will be passed on to this part. Must be >0. Defaults to 0. Appears to also receive damage from other child parts in the model."
"Example: destructible_part( "tag_hood", "vehicle_pickup_hood", 800, undefined, undefined, undefined, 1.0, 2.5 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_part( tagName, modelName, health, validAttackers, validDamageZone, validDamageCause, alsoDamageParent, physicsOnExplosion, grenadeImpactDeath, receiveDamageFromParent )
{
//---------------------------------------------------------------------
// Adds a part to the last created destructible information structure
//---------------------------------------------------------------------
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts.size ) );
partIndex = level.destructible_type[ destructibleIndex ].parts.size;
Assert( partIndex > 0 );
stateIndex = 0;
destructible_info( partIndex, stateIndex, tagName, modelName, health, validAttackers, validDamageZone, validDamageCause, alsoDamageParent, physicsOnExplosion, grenadeImpactDeath, undefined, receiveDamageFromParent );
}
/*
=============
///ScriptDocBegin
"Name: destructible_state( <tagName> , <modelName> , <health> , <validAttackers> , <validDamageZone> , <validDamageCause> , <grenadeImpactDeath> , <splashRotation> )"
"Summary: Add a new 'state' to the last destructible part created. When the previous state reaches zero health, this state will be entered."
"Module: Destructible"
"CallOn: Nothing"
"OptionalArg: <tagName>: Any geometry skinned to this tag will be shown when in this state, and hidden otherwise (unless another state uses it)."
"OptionalArg: <modelName>: If this is the base part, model to swap the entity's model to when in this state (if undefined, previous model will be left alone). If non-base part, (unconfirmed!) model to be thrown using physics if the destructible explodes while this part is in this state."
"OptionalArg: <health>: How much damage this part can sustain before transitioning to its next state. Undefined means do not transition."
"OptionalArg: <validAttackers>: See isAttackerValid() for good values."
"OptionalArg: <validDamageZone>: This is always 32. As far as I can tell it's not used for anything though."
"OptionalArg: <validDamageCause>: See isValidDamageCause() for good values. Undefined means all damage is valid."
"OptionalArg: <grenadeImpactDeath>: If defined, transition to the next state if hit by a grenade. Good for windows."
"OptionalArg: <splashRotation>: Rotate the model to face the damage when entering this state. For example, this is used by toy_mailbox2_yellow to make it bend away from the damage."
"Example: destructible_state( undefined, "vehicle_pickup_destroyed", undefined, 32, "no_melee" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_state( tagName, modelName, health, validAttackers, validDamageZone, validDamageCause, grenadeImpactDeath, splashRotation )
{
//---------------------------------------------------------------------
// Adds a new part that is a state of the last created part
// When the previous part reaches zero health this part will show up
// and the previous part will be removed
//---------------------------------------------------------------------
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size );
if ( !isdefined( tagName ) && partIndex == 0 )
tagName = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ 0 ].v[ "tagName" ];
destructible_info( partIndex, stateIndex, tagName, modelName, health, validAttackers, validDamageZone, validDamageCause, undefined, undefined, grenadeImpactDeath, splashRotation );
}
/*
=============
///ScriptDocBegin
"Name: destructible_fx( <tagName> , <fxName> , <useTagAngles> , <damageType> , <groupNum> , <fxCost> )"
"Summary: Play FX after the health of the previously defined destructible state reaches zero."
"Module: Destructible"
"CallOn: Nothing"
"OptionalArg: <tagName>: Tag to play the effects from. If undefined, play from the entity's origin, facing up."
"MandatoryArg: <fxName>: FX file to play, with path relative to game\share\raw directory, and no file extension."
"OptionalArg: <useTagAngles>: If true or undefined, orient FX to tag's angles. If false, face FX up."
"OptionalArg: <damageType>: Only play this FX if the last state transition was caused by a damage type that is a substring of this string. The function damage_not() is interesting here."
"OptionalArg: <groupNum>: If there are multiple groups defined in a state, a random group is chosen when the state is exited and only the FX, animations and sounds for that group are played. Toy_locker_double is the only example I have found."
"OptionalArg: <fxCost>: If defined (to a number, generally 1), prevents too many destructibles entering a state on the same frame, ie prevents too many FX being started on the same frame."
"Example: destructible_fx( "tag_death_fx", "fx/explosions/small_vehicle_explosion", false );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_fx( tagName, fxName, useTagAngles, damageType, groupNum, fxCost )
{
//assert( IsDefined( tagName ) );
Assert( IsDefined( fxName ) );
if ( !isdefined( useTagAngles ) )
useTagAngles = true;
if ( !isdefined( groupNum ) )
groupNum = 0;
if ( !isdefined( fxCost ) )
fxCost = 0;
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
fx_size = 0;
if ( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_filename" ] ) )
if ( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_filename" ][ groupNum ] ) )
fx_size = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_filename" ][ groupNum ].size;
if ( IsDefined( damageType ) )
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_valid_damagetype" ][ groupNum ][ fx_size ] = damageType;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_filename" ][ groupNum ][ fx_size ] = fxName;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_tag" ][ groupNum ][ fx_size ] = tagName;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_useTagAngles" ][ groupNum ][ fx_size ] = useTagAngles;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_cost" ][ groupNum ][ fx_size ] = fxCost;
}
// Boon August2012: DOT is Damage Over Time? Like poison gas?
destructible_createDOT_predefined( index )
{
AssertEx( IsDefined( index ), "Must specify an index >= 0" );
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
if ( !IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ] ) )
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ] = [];
dotIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ].size );
dot = createDOT();
dot.type = "predefined";
dot.index = index;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ][ dotIndex ] = dot;
}
destructible_createDOT_radius( tag, spawnflags, radius, height )
{
AssertEx( IsDefined( tag ), "Must define tag where dot with be spawned for destructible" );
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
if ( !IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ] ) )
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ] = [];
dotIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ].size );
dot = createDOT_radius( ( 0, 0, 0 ), spawnflags, radius, height );
dot.tag = tag;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ][ dotIndex ] = dot;
}
destructible_setDOT_onTick( delay, interval, duration, minDamage, maxDamage, falloff, type, affected )
{
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
dotIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ].size - 1 );
dot = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ][ dotIndex ];
Assert( IsDefined( dot ) );
dot setDOT_onTick( delay, interval, duration, minDamage, maxDamage, falloff, type, affected );
initDOT( type );
}
destructible_setDOT_onTickFunc( onEnterFunc, onExitFunc, onDeathFunc )
{
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
dotIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ].size - 1 );
dot = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ][ dotIndex ];
Assert( IsDefined( dot ) );
tickIndex = dot.ticks.size;
dot.ticks[ tickIndex ].onEnterFunc = onEnterFunc;
dot.ticks[ tickIndex ].onExitFunc = onExitFunc;
dot.ticks[ tickIndex ].onDeathFunc = onDeathFunc;
}
destructible_buildDOT_onTick( duration, affected )
{
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
dotIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ].size - 1 );
dot = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ][ dotIndex ];
Assert( IsDefined( dot ) );
dot buildDOT_onTick( duration, affected );
}
destructible_buildDOT_startLoop( count )
{
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
dotIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ].size - 1 );
dot = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ][ dotIndex ];
Assert( IsDefined( dot ) );
dot buildDOT_startLoop( count );
}
destructible_buildDOT_damage( minDamage, maxDamage, falloff, damageFlag, meansOfDeath, weapon )
{
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
dotIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ].size - 1 );
dot = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ][ dotIndex ];
Assert( IsDefined( dot ) );
dot buildDOT_damage( minDamage, maxDamage, falloff, damageFlag, meansOfDeath, weapon );
}
destructible_buildDOT_wait( time )
{
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
dotIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ].size - 1 );
dot = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "dot" ][ dotIndex ];
Assert( IsDefined( dot ) );
dot buildDOT_wait( time );
}
/*
=============
///ScriptDocBegin
"Name: destructible_loopfx( <tagName> , <fxName> , <loopRate> , <fxCost> )"
"Summary: Play FX over and over after the health of the previously defined destructible state reaches zero. Calls loopfx_onTag()"
"Module: Destructible"
"CallOn: Nothing"
"OptionalArg: <tagName>: Tag to play the effects from. If undefined, play from the entity's origin, facing up."
"MandatoryArg: <fxName>: FX file to play, with path relative to game\share\raw directory."
"OptionalArg: <loopRate>: Time to wait between FX."
"OptionalArg: <fxCost>: If defined (to a number, generally 1), prevents too many destructibles entering a state on the same frame, ie prevents too many FX being started on the same frame."
"Example: destructible_loopfx( "tag_hood_fx", "fx/smoke/car_damage_blacksmoke", 0.4 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_loopfx( tagName, fxName, loopRate, fxCost )
{
Assert( IsDefined( tagName ) );
Assert( IsDefined( fxName ) );
Assert( IsDefined( loopRate ) );
Assert( loopRate > 0 );
if ( !isdefined( fxCost ) )
fxCost = 0;
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
fx_size = 0;
if ( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_filename" ] ) )
fx_size = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_filename" ].size;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_filename" ][ fx_size ] = fxName;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_tag" ][ fx_size ] = tagName;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_rate" ][ fx_size ] = loopRate;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_cost" ][ fx_size ] = fxCost;
}
/*
=============
///ScriptDocBegin
"Name: destructible_healthdrain( <amount> , <interval> , <badplaceRadius> , <badplaceTeam> )"
"Summary: Drain health from this entity or part while in this state. Note that health drain continues in following states unless changed by another call to this function. See function health_drain() for actual workings."
"Module: Destructible"
"CallOn: An entity"
"MandatoryArg: <amount>: Amount of damage to do."
"MandatoryArg: <interval>: Interval between damage, in seconds."
"OptionalArg: <badplaceRadius>: Radius of the bad place cylinder to create. nb The cylinder is always 128 units high."
"OptionalArg: <badplaceTeam>: Any valid "team" parameter for the code function BadPlace_Cylinder(), or "both", which is translated to mean "allies" and "bad_guys"."
"Example: destructible_healthdrain( 15, 0.25, 210, "allies" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_healthdrain( amount, interval, badplaceRadius, badplaceTeam )
{
Assert( IsDefined( amount ) );
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "healthdrain_amount" ] = amount;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "healthdrain_interval" ] = interval;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "badplace_radius" ] = badplaceRadius;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "badplace_team" ] = badplaceTeam;
}
/*
=============
///ScriptDocBegin
"Name: destructible_sound( <soundAlias> , <soundCause> , <groupNum> )"
"Summary: Play sound after the health of the previously defined destructible state reaches zero. Sound is played at the tag defined for the previously defined part/state."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <soundAlias>: Sound alias!"
"OptionalArg: <soundCause>: If defined, this sound will only be played if soundCause matches the damage type."
"OptionalArg: <groupNum>: If there are multiple groups defined in a state, a random group is chosen when the state is exited and only the FX, animations and sounds for that group are played. Toy_locker_double is the only example I have found."
"Example: destructible_sound( "veh_tire_deflate", "bullet" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_sound( soundAlias, soundCause, groupNum )
{
Assert( IsDefined( soundAlias ) );
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
if ( !isdefined( groupNum ) )
groupNum = 0;
if ( !isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ] ) )
{
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ] = [];
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "soundCause" ] = [];
}
if ( !isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ][ groupNum ] ) )
{
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ][ groupNum ] = [];
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "soundCause" ][ groupNum ] = [];
}
index = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ][ groupNum ].size;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ][ groupNum ][ index ] = soundAlias;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "soundCause" ][ groupNum ][ index ] = soundCause;
}
/*
=============
///ScriptDocBegin
"Name: destructible_loopsound( <soundAlias> , <soundCause> , <groupNum> )"
"Summary: Play looping sound after the health of the previously defined destructible state reaches zero. Sound is played at the tag defined for the previously defined part/state."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <soundAlias>: Sound alias!"
"OptionalArg: <loopsoundCause>: If defined, this sound will only be played if loopsoundCause matches the damage type."
"Example: destructible_loopsound( "fire_vehicle_med" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_loopsound( soundAlias, loopsoundCause )
{
Assert( IsDefined( soundAlias ) );
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
if ( !isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsound" ] ) )
{
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsound" ] = [];
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsoundCause" ] = [];
}
index = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsound" ].size;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsound" ][ index ] = soundAlias;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsoundCause" ][ index ] = loopsoundCause;
}
/*
=============
///ScriptDocBegin
"Name: destructible_anim( <animName> , <animTree> , <animType> , <vehicle_exclude> , <groupNum> , <mpAnim> , <maxStartDelay> , <animRateMin> , <animRateMax> )"
"Summary: Play animation after the health of the previously defined destructible state reaches zero."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <animName>: The animation to play."
"MandatoryArg: <animTree>: The animtree that the animation belongs to. Commonly the animtree is set at the top of the script with "#using_animtree" and "#animtree" is used here."
"MandatoryArg: <animType>: The type of anim call to make, either "setanim" (to play this animation and leave others alone) or "setanimknob" (to play this animation and stop playing others)."
"OptionalArg: <vehicle_exclude>: If set to true, don't play this animation on vehicles in multiplayer?"
"OptionalArg: <groupNum>: If there are multiple groups defined in a state, a random group is chosen when the state is exited and only the FX, animations and sounds for that group are played. Toy_locker_double is the only example I have found."
"OptionalArg: <mpAnim>: The animation to play, as a string, for MP"
"OptionalArg: <maxStartDelay>: Randomly wait up to this long (in seconds) before starting the animation."
"OptionalArg: <animRateMin>: Randomly scale animation playback speed to a value between this and animRateMax."
"OptionalArg: <animRateMax>: Randomly scale animation playback speed to a value between animRateMin and this."
"Example: destructible_anim( %vehicle_80s_sedan1_destroy, #animtree, "setanimknob", undefined, undefined, "vehicle_80s_sedan1_destroy" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_anim( animName, animTree, animType, vehicle_exclude, groupNum, mpAnim, maxStartDelay, animRateMin, animRateMax )
{
if ( !isdefined( vehicle_exclude ) )
vehicle_exclude = false;
Assert( IsDefined( anim ) );
Assert( IsDefined( animName ) );
Assert( IsDefined( animtree ) );
if ( !isdefined( groupNum ) )
groupNum = 0;
array = [];
array[ "anim" ] = animName;
array[ "animTree" ] = animtree;
array[ "animType" ] = animType;
array[ "vehicle_exclude_anim" ] = vehicle_exclude;
array[ "groupNum" ] = groupNum;
array[ "mpAnim" ] = mpAnim;
array[ "maxStartDelay" ] = maxStartDelay;
array[ "animRateMin" ] = animRateMin;
array[ "animRateMax" ] = animRateMax;
add_array_to_destructible( "animation", array );
}
/*
=============
///ScriptDocBegin
"Name: destructible_spotlight( <tag> )"
"Summary: Attach a spotlight to a tag, eg when a hanging light is shot."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <tag>: "
"Example: destructible_spotlight( "tag_swing_r_far" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_spotlight( tag )
{
AssertEx( IsDefined( tag ), "Tag wasn't defined for destructible_spotlight" );
array = [];
array[ "spotlight_tag" ] = tag;
array[ "spotlight_fx" ] = "spotlight_fx";
array[ "spotlight_brightness" ] = 0.85;
array[ "randomly_flip" ] = true;
add_keypairs_to_destructible( array );
}
add_key_to_destructible( key, val )
{
AssertEx( IsDefined( key ), "Key wasn't defined!" );
AssertEx( IsDefined( val ), "Val wasn't defined!" );
array = [];
array[ key ] = val;
add_keypairs_to_destructible( array );
}
/*
=============
///ScriptDocBegin
"Name: add_keypairs_to_destructible( <array> )"
"Summary: Goes through the array and adds each key/val to .v of the most recently defined state."
"Module: Destructibles"
"MandatoryArg: <array>: Array of keypairs."
"Example: add_keypairs_to_destructible( array );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
add_keypairs_to_destructible( array )
{
// add a single flat array to the destructible, overwriting any existing identical keys.
destructibleIndex = level.destructible_type.size - 1;
partIndex = level.destructible_type[ destructibleIndex ].parts.size - 1;
stateIndex = level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1;
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
foreach ( key, val in array )
{
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ key ] = val;
}
}
/*
=============
///ScriptDocBegin
"Name: add_array_to_destructible( <array_name> , <array> )"
"Summary: Adds the array to the end of .v[ array_name ]"
"Module: Destructibles"
"MandatoryArg: <array_name>: Name of array index in .v. May already exist; if so, array will be appended (not concatenated) to it."
"MandatoryArg: <array>: Array of keypairs to be added."
"Example: add_array_to_destructible( array );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
add_array_to_destructible( array_name, array )
{
// add an array under a key name, so you can have multiple arrays under a given key name
destructibleIndex = level.destructible_type.size - 1;
partIndex = level.destructible_type[ destructibleIndex ].parts.size - 1;
stateIndex = level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1;
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
v = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v;
if ( !isdefined( v[ array_name ] ) )
{
v[ array_name ] = [];
}
v[ array_name ][ v[ array_name ].size ] = array;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v = v;
}
/*
=============
///ScriptDocBegin
"Name: destructible_car_alarm()"
"Summary: Play a car alarm sound after the health of the previously defined destructible state reaches zero. Calls thread do_car_alarm()."
"Module: Destructible"
"CallOn: Nothing"
"Example: destructible_car_alarm();"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_car_alarm()
{
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "triggerCarAlarm" ] = true;
}
/*
=============
///ScriptDocBegin
"Name: destructible_lights_out( <range> )"
"Summary: Switches off the nearest light if it is within range, after the health of the previously defined destructible state reaches zero."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <range>: Maximum range in units to look for the light."
"Example: destructible_lights_out( 16 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_lights_out( range )
{
if ( !isdefined( range ) )
range = 256;
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "break_nearby_lights" ] = range;
}
// made so I can put random advertisements on the destructible taxi cabs without making lots of destructible types for each version
random_dynamic_attachment( tagName, attachment_1, attachment_2, clipToRemove )
{
Assert( IsDefined( tagName ) );
Assert( IsDefined( attachment_1 ) );
if ( !isdefined( attachment_2 ) )
attachment_2 = "";
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
//stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
stateIndex = 0;
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
if ( !isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "random_dynamic_attachment_1" ] ) )
{
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "random_dynamic_attachment_1" ] = [];
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "random_dynamic_attachment_2" ] = [];
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "random_dynamic_attachment_tag" ] = [];
}
index = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "random_dynamic_attachment_1" ].size;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "random_dynamic_attachment_1" ][ index ] = attachment_1;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "random_dynamic_attachment_2" ][ index ] = attachment_2;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "random_dynamic_attachment_tag" ][ index ] = tagName;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "clipToRemove" ][ index ] = clipToRemove;
}
/*
=============
///ScriptDocBegin
"Name: destructible_physics( <physTagName> , <physVelocity> )"
"Summary: Throw this part's model using physics, after the health of the previously defined destructible state reaches zero."
"Module: Destructible"
"CallOn: An entity"
"OptionalArg: <physTagName>: Tag of other part to throw using physics (useful when called on base part)."
"OptionalArg: <physVelocity>: Vector velocity, in the space of the tag. eg use (200,0,0) to fire along the tag's forward axis. Defaults to throwing away from impact."
"Example: destructible_physics( "tag_cap", ( 50, 0, 0 ) );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_physics( physTagName, physVelocity )
{
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
if ( !isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics" ] ) )
{
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics" ] = [];
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics_tagName" ] = [];
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics_velocity" ] = [];
}
index = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics" ].size;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics" ][ index ] = true;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics_tagName" ][ index ] = physTagName;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics_velocity" ][ index ] = physVelocity;
}
/*
=============
///ScriptDocBegin
"Name: destructible_splash_damage_scaler( <damage_multiplier> )"
"Summary: Scale splash damage done to destructibles of this type. Only works when called before any additional parts or states are defined."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <damage_multiplier>"
"Example: destructible_splash_damage_scaler( 15 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_splash_damage_scaler( damage_multiplier )
{
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "splash_damage_scaler" ] = damage_multiplier;
}
/*
=============
///ScriptDocBegin
"Name: destructible_explode( <force_min> , <force_max> , <rangeSP> , <rangeMP> , <mindamage> , <maxdamage> , <continueDamage> , <originOffset> , <earthQuakeScale> , <earthQuakeRadius> , <originOffset3d> , <delaytime> )"
"Summary: Create an explosion that throws physics parts and does splash damage to nearby objects, after the health of the previously defined destructible state reaches zero."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <force_min>: Initial velocity of each thrown part will be multiplied by a random amount between this and force_max."
"MandatoryArg: <force_max>: Initial velocity of each thrown part will be multiplied by a random amount between force_min and this."
"MandatoryArg: <rangeSP>: Max distance over which objects are damaged by explosion, in SP."
"MandatoryArg: <rangeMP>: Max distance over which objects are damaged by explosion, in MP."
"MandatoryArg: <mindamage>: Damage done to objects at maximum distance."
"MandatoryArg: <maxdamage>: Damage done to objects at zero distance."
"OptionalArg: <continueDamage>: Allow this destructible to continue taking damage after the explosion."
"OptionalArg: <originOffset>: Vertical offset for explosion center. Added to originOffset3D. Defaults to 80."
"OptionalArg: <earthQuakeScale>: Create a 2 second earthquake with this scale."
"OptionalArg: <earthQuakeRadius>: Create a 2 second earthquake with this radius."
"OptionalArg: <originOffset3d>: 3D offset for explosion center. Added to originOffset. Defaults to (0,0,0)."
"OptionalArg: <delaytime>: Wait before triggering the explosion."
"Example: destructible_explode( 4000, 5000, 210, 250, 50, 300, undefined, undefined, 0.3, 500 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_explode( force_min, force_max, rangeSP, rangeMP, mindamage, maxdamage, continueDamage, originOffset, earthQuakeScale, earthQuakeRadius, originOffset3d, delaytime )
{
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
if ( isSP() )
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_range" ] = rangeSP;
else
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_range" ] = rangeMP;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode" ] = true;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_force_min" ] = force_min;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_force_max" ] = force_max;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_mindamage" ] = mindamage;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_maxdamage" ] = maxdamage;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "continueDamage" ] = continueDamage;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "originOffset" ] = originOffset;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "earthQuakeScale" ] = earthQuakeScale;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "earthQuakeRadius" ] = earthQuakeRadius;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "originOffset3d" ] = originOffset3d;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "delaytime" ] = delaytime;
}
/*
=============
///ScriptDocBegin
"Name: destructible_function( <functionPtr> , <notifyStr> )"
"Summary: Call the specified function on the entity, after the health of the previously defined destructible state reaches zero."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <functionPtr>: A pointer to the function to be called"
"Example: destructible_function( ::removeScreen );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_function( functionPtr )
{
Assert( IsDefined( level.destructible_type ) );
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "function" ] = functionPtr;
}
/*
=============
///ScriptDocBegin
"Name: destructible_notify( <notifyStr> )"
"Summary: Notify the supplied string on the entity when the current part leaves this state."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <notifyStr>: String to notify"
"Example: destructible_notify( "stop flashing" );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_notify( notifyStr )
{
Assert( IsDefined( level.destructible_type ) );
destructibleIndex = ( level.destructible_type.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "functionNotify" ] = notifyStr;
}
/*
=============
///ScriptDocBegin
"Name: destructible_damage_threshold( <damage_threshold> )"
"Summary: Minimum damage that will have any effect on the health of this state. If damage done in one hit is less than this amount, it will be ignored."
"Module: Destructible"
"CallOn: Nothing"
"MandatoryArg: <damage_threshold>: A number"
"Example: destructible_damage_threshold( 50 );"
"SPMP: both"
///ScriptDocEnd
=============
*/
destructible_damage_threshold( damage_threshold )
{
destructibleIndex = ( level.destructible_type.size - 1 );
partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
Assert( IsDefined( level.destructible_type ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
Assert( IsDefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "damage_threshold" ] = damage_threshold;
}
/*
=============
///ScriptDocBegin
"Name: destructible_attachmodel( <tagName> , <modelName> )"
"Summary: Attach a model to this destructible, fusing them together to create a single entity."
"Module: Destructible"
"CallOn: Nothing."
"OptionalArg: <tagName>: Tag to attach the model to. If undefined, model will be merged with base model."
"MandatoryArg: <modelName>: Model to attach."
"Example: destructible_attachmodel( undefined, "lv_slot_machine_destroyed" );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
destructible_attachmodel( tagName, modelName )
{
Assert( IsDefined( modelName ) );
Assert( IsDefined( level.destructible_type ) );
Assert( level.destructible_type.size > 0 );
modelName = ToLower( modelName );
destructibleIndex = ( level.destructible_type.size - 1 );
if ( !IsDefined( level.destructible_type[ destructibleIndex ].attachedModels ) )
level.destructible_type[ destructibleIndex ].attachedModels = [];
attachedModel = SpawnStruct();
attachedModel.model = modelName;
attachedModel.tag = tagName;
level.destructible_type[ destructibleIndex ].attachedModels[ level.destructible_type[ destructibleIndex ].attachedModels.size ] = attachedModel;
}
/*
"Worker function called by destructible_part() and destructible_state()."
*/
destructible_info( partIndex, stateIndex, tagName, modelName, health, validAttackers, validDamageZone, validDamageCause, alsoDamageParent, physicsOnExplosion, grenadeImpactDeath, splashRotation, receiveDamageFromParent )
{
Assert( IsDefined( partIndex ) );
Assert( IsDefined( stateIndex ) );
Assert( IsDefined( level.destructible_type ) );
Assert( level.destructible_type.size > 0 );
if ( IsDefined( modelName ) )
modelName = ToLower( modelName );
destructibleIndex = ( level.destructible_type.size - 1 );
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] = SpawnStruct();
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "modelName" ] = modelName;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "tagName" ] = tagName;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "health" ] = health;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "validAttackers" ] = validAttackers;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "validDamageZone" ] = validDamageZone;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "validDamageCause" ] = validDamageCause;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "alsoDamageParent" ] = alsoDamageParent;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physicsOnExplosion" ] = physicsOnExplosion;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "grenadeImpactDeath" ] = grenadeImpactDeath;
// sanity check please. I set this here so that I don't have to do isdefined on every part evertime it gets hit
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "godModeAllowed" ] = false;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "splashRotation" ] = splashRotation;
level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "receiveDamageFromParent" ] = receiveDamageFromParent;
}
precache_destructibles()
{
// I needed this to be seperate for vehicle scripts.
//---------------------------------------------------------------------
// Precache referenced models and load referenced effects
//---------------------------------------------------------------------
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts ) )
return;
//if ( !isdefined( level.precachedModels ) )
// level.precachedModels = [];
if ( IsDefined( level.destructible_type[ self.destructibleInfo].attachedModels ) )
{
foreach ( attachedModel in level.destructible_type[ self.destructibleInfo].attachedModels )
PreCacheModel( attachedModel.model );
}
for ( i = 0; i < level.destructible_type[ self.destructibleInfo].parts.size; i++ )
{
for ( j = 0; j < level.destructible_type[ self.destructibleInfo].parts[ i ].size; j++ )
{
if ( level.destructible_type[ self.destructibleInfo].parts[ i ].size <= j )
continue;
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "modelName" ] ) )
{
PreCacheModel( level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "modelName" ] );
}
// in MP we have to precache animations that will be used
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "animation" ] ) )
{
animGroups = level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "animation" ];
foreach ( group in animGroups )
{
if ( IsDefined( group[ "mpAnim" ] ) )
noself_func( "precacheMpAnim", group[ "mpAnim" ] );
}
}
// find random attachements such as random advertisements on taxi cabs and precache them now
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "random_dynamic_attachment_1" ] ) )
{
foreach ( model in level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "random_dynamic_attachment_1" ] )
{
if ( IsDefined( model ) && model != "" )
{
PreCacheModel( model );
PreCacheModel( model + DESTROYED_ATTACHMENT_SUFFIX );
}
}
foreach ( model in level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "random_dynamic_attachment_2" ] )
{
if ( IsDefined( model ) && model != "" )
{
PreCacheModel( model );
PreCacheModel( model + DESTROYED_ATTACHMENT_SUFFIX );
}
}
}
}
}
}
add_destructible_fx()
{
// I needed this to be seperate for vehicle scripts.
//---------------------------------------------------------------------
// Precache referenced models and load referenced effects
//---------------------------------------------------------------------
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts ) )
return;
//if ( !isdefined( level.precachedFX ) )
// level.precachedFX = [];
for ( i = 0; i < level.destructible_type[ self.destructibleInfo].parts.size; i++ )
{
for ( j = 0; j < level.destructible_type[ self.destructibleInfo].parts[ i ].size; j++ )
{
if ( level.destructible_type[ self.destructibleInfo].parts[ i ].size <= j )
continue;
part = level.destructible_type[ self.destructibleInfo].parts[ i ][ j ];
if ( IsDefined( part.v[ "fx_filename" ] ) )
{
for ( g = 0; g < part.v[ "fx_filename" ].size; g++ )
{
// for multiple checks on fx when doing conditional fx playing
fx_filenames = part.v[ "fx_filename" ][ g ];
fx_tags = part.v[ "fx_tag" ][ g ];
if ( IsDefined( fx_filenames ) )
{
assert( IsDefined( fx_tags ) );
// has we already set this up?
if ( IsDefined( part.v[ "fx" ] ) && IsDefined( part.v[ "fx" ][ g ] ) && part.v[ "fx" ][ g ].size == fx_filenames.size )
continue;
for ( idx = 0; idx < fx_filenames.size; idx++ )
{
fx_filename = fx_filenames[idx];
fx_tag = fx_tags[idx];
level.destructible_type[ self.destructibleInfo ].parts[ i ][ j ].v[ "fx" ][ g ][ idx ] = LoadFX( fx_filename, fx_tag );
//if ( !isdefined( level.precachedFX[ fx_filename ] ) )
//{
// level.precachedFX[ fx_filename ] = true;
// println( "loadfx( " + fx_filename + " )" );
//}
}
}
}
}
loopfx_filenames = level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "loopfx_filename" ];
loopfx_tags = level.destructible_type[ self.destructibleInfo].parts[ i ][ j ].v[ "loopfx_tag" ];
if ( IsDefined( loopfx_filenames ) )
{
assert( IsDefined( loopfx_tags ) );
// has we already set this up?
if ( IsDefined( part.v[ "loopfx" ] ) && part.v[ "loopfx" ].size == loopfx_filenames.size )
continue;
for ( idx = 0; idx < loopfx_filenames.size; idx++ )
{
loopfx_filename = loopfx_filenames[idx];
loopfx_tag = loopfx_tags[idx];
level.destructible_type[ self.destructibleInfo ].parts[ i ][ j ].v[ "loopfx" ][ idx ] = LoadFX( loopfx_filename, loopfx_tag );
//if ( !isdefined( level.precachedFX[ loopfx_filename ] ) )
//{
// level.precachedFX[ loopfx_filename ] = true;
// println( "loadfx( " + loopfx_filename + " )" );
//}
}
}
}
}
}
canDamageDestructible( testDestructible )
{
foreach ( destructible in self.destructibles )
{
if ( destructible == testDestructible )
return true;
}
return false;
}
destructible_think()
{
//---------------------------------------------------------------------
// Force it to run update part one time first so we can have parts with
// 0 health that will start on level load instead of waiting for damage
//---------------------------------------------------------------------
damage = 0;
modelName = self.model;
tagName = undefined;
point = self.origin;
direction_vec = undefined;
attacker = undefined;
damageType = undefined;
self destructible_update_part( damage, modelName, tagName, point, direction_vec, attacker, damageType );
//---------------------------------------------------------------------
// Wait until this entity takes damage
//---------------------------------------------------------------------
self endon( "stop_taking_damage" );
for ( ;; )
{
// set these to undefined to clear them for each loop to save variables
damage = undefined;
attacker = undefined;
direction_vec = undefined;
point = undefined;
type = undefined;
modelName = undefined;
tagName = undefined;
partName = undefined;
dflags = undefined;
self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, dflags );
// prof_begin( "_destructible" );
if ( !isdefined( damage ) )
continue;
if ( IsDefined( attacker ) && IsDefined( attacker.type ) && attacker.type == "soft_landing" && !attacker canDamageDestructible( self ) )
continue;
if ( isSP() )
damage *= SP_DAMAGE_BIAS;
else
damage *= MP_DAMAGE_BIAS;
if ( damage <= 0 )
continue;
if ( isSP() )
{
if ( IsDefined( attacker ) && IsPlayer( attacker ) )
self.damageOwner = attacker;
}
else
{
if ( IsDefined( attacker ) && IsPlayer( attacker ) )
self.damageOwner = attacker;
// osprey gunner could shoot a destructible, or anything with a player as the gunner
else if( IsDefined( attacker ) && IsDefined( attacker.gunner ) && IsPlayer( attacker.gunner ) )
self.damageOwner = attacker.gunner;
}
type = getDamageType( type );
Assert( IsDefined( type ) );
// shotguns only do one notify so we need to amp up the damage
if ( is_shotgun_damage( attacker, type ) )
{
if ( isSP() )
damage *= SP_SHOTGUN_BIAS;
else
damage *= MP_SHOTGUN_BIAS;
}
/#
if ( GetDvarInt( "debug_destructibles" , 0 ) == 1 )
{
Print3d( point, ".", ( 1, 1, 1 ), 1.0, 0.5, 100 );
if ( IsDefined( damage ) )
IPrintLn( "damage amount: " + damage );
if ( IsDefined( modelName ) )
IPrintLn( "hit model: " + modelName );
if ( IsDefined( tagName ) )
IPrintLn( "hit model tag: " + tagName );
else
IPrintLn( "hit model tag: " );
}
#/
// override for when base model is damaged. We dont want to pass in empty strings
if ( !isdefined( modelName ) || ( modelName == "" ) )
{
Assert( IsDefined( self.model ) );
modelName = self.model;
}
if ( IsDefined( tagName ) && tagName == "" )
{
if ( IsDefined( partName ) && partName != "" && partName != "tag_body" && partName != "body_animate_jnt" )
tagName = partName;
else
tagName = undefined;
baseModelTag = level.destructible_type[ self.destructibleInfo].parts[ 0 ][ 0 ].v[ "tagName" ];
if ( IsDefined( baseModelTag ) && IsDefined( partName ) && ( baseModelTag == partName ) )
tagName = undefined;
}
// prof_end( "_destructible" );
// special handling for splash and projectile damage
if ( type == "splash" )
{
/#
if ( GetDvarInt( "debug_destructibles" , 0 ) == 1 )
IPrintLn( "type = splash" );
#/
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ 0 ][ 0 ].v[ "splash_damage_scaler" ] ) )
damage *= level.destructible_type[ self.destructibleInfo].parts[ 0 ][ 0 ].v[ "splash_damage_scaler" ];
else
{
if ( isSP() )
damage *= SP_EXPLOSIVE_DAMAGE_BIAS;
else
damage *= MP_EXPLOSIVE_DAMAGE_BIAS;
}
self destructible_splash_damage( Int( damage ), point, direction_vec, attacker, type );
continue;
}
self thread destructible_update_part( Int( damage ), modelName, tagName, point, direction_vec, attacker, type );
}
}
is_shotgun_damage( attacker, type )
{
if ( type != "bullet" )
return false;
if ( !isdefined( attacker ) )
return false;
currentWeapon = undefined;
if ( IsPlayer( attacker ) )
{
currentweapon = attacker getCurrentWeapon();
}
else if( isdefined( level.enable_ai_shotgun_destructible_damage ) && level.enable_ai_shotgun_destructible_damage )
{
if( isdefined( attacker.weapon ) )
currentweapon = attacker.weapon;
}
if ( !isdefined( currentweapon ) )
return false;
class = weaponClass( currentweapon );
if ( isdefined( class ) && class == "spread" )
return true;
return false;
}
getPartAndStateIndex( modelName, tagName )
{
Assert( IsDefined( modelName ) );
info = SpawnStruct();
info.v = [];
partIndex = -1;
stateIndex = -1;
Assert( IsDefined( self.model ) );
if ( ( ToLower( modelName ) == ToLower( self.model ) ) && ( !isdefined( tagName ) ) )
{
modelName = self.model;
tagName = undefined;
partIndex = 0;
stateIndex = 0;
}
for ( i = 0; i < level.destructible_type[ self.destructibleInfo].parts.size; i++ )
{
stateIndex = self.destructible_parts[ i ].v[ "currentState" ];
if ( level.destructible_type[ self.destructibleInfo].parts[ i ].size <= stateIndex )
continue;
if ( !isdefined( tagName ) )
continue;
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ i ][ stateIndex ].v[ "tagName" ] ) )
{
partTagName = level.destructible_type[ self.destructibleInfo].parts[ i ][ stateIndex ].v[ "tagName" ];
if ( tolower( partTagName ) == tolower( tagName ) )
{
partIndex = i;
break;
}
}
}
Assert( stateIndex >= 0 );
Assert( IsDefined( partIndex ) );
info.v[ "stateIndex" ] = stateindex;
info.v[ "partIndex" ] = partindex;
return info;
}
destructible_update_part( damage, modelName, tagName, point, direction_vec, attacker, damageType, partInfo )
{
//---------------------------------------------------------------------
// Find what part this is, or is a child of. If the base model was
// the entity that was damaged the part index will be -1
//---------------------------------------------------------------------
if ( !isdefined( self.destructible_parts ) )
return;
if ( self.destructible_parts.size == 0 )
return;
if( level.fast_destructible_explode )
self endon ( "destroyed" );
// prof_begin( "_destructible" );
info = getPartAndStateIndex( modelName, tagName );
stateIndex = info.v[ "stateIndex" ];
partIndex = info.v[ "partIndex" ];
// prof_end( "_destructible" );
if ( partIndex < 0 )
return;
//---------------------------------------------------------------------
// Deduct the damage amount from the part's health
// If the part runs out of health go to the next state
//---------------------------------------------------------------------
state_before = stateIndex;
updateHealthValue = false;
delayModelSwap = false;
// prof_begin( "_destructible" );
for ( ;; )
{
stateIndex = self.destructible_parts[ partIndex ].v[ "currentState" ];
// We've finished with the last state already
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ] ) )
break;
// See if the model is also supposed to damage the parent
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ 0 ].v[ "alsoDamageParent" ] ) )
{
if ( getDamageType( damageType ) != "splash" )
{
ratio = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ 0 ].v[ "alsoDamageParent" ];
parentDamage = Int( damage * ratio );
self thread notifyDamageAfterFrame( parentDamage, attacker, direction_vec, point, damageType, "", "" );
}
}
// Loop through all parts to see which ones also need to get this damage applied to them ( based on their "receiveDamageFromParent" value )
if ( getDamageType( damageType ) != "splash" )
{
foreach ( part in level.destructible_type[ self.destructibleInfo].parts )
{
if ( !isdefined( part[ 0 ].v[ "receiveDamageFromParent" ] ) )
continue;
if ( !isdefined( part[ 0 ].v[ "tagName" ] ) )
continue;
ratio = part[ 0 ].v[ "receiveDamageFromParent" ];
Assert( ratio > 0 );
childDamage = Int( damage * ratio );
childTagName = part[ 0 ].v[ "tagName" ];
self thread notifyDamageAfterFrame( childDamage, attacker, direction_vec, point, damageType, "", childTagName );
}
}
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "health" ] ) )
break;
if ( !isdefined( self.destructible_parts[ partIndex ].v[ "health" ] ) )
break;
// If we entered a new state, reset the part's health to the starting value for that state
if ( updateHealthValue )
self.destructible_parts[ partIndex ].v[ "health" ] = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "health" ];
updateHealthValue = false;
/#
if ( GetDvarInt( "debug_destructibles" , 0 ) == 1 )
{
IPrintLn( "stateindex: " + stateIndex );
IPrintLn( "damage: " + damage );
IPrintLn( "health( before ): " + self.destructible_parts[ partIndex ].v[ "health" ] );
}
#/
// Handle grenades hitting glass parts. Grenades should make the glass completely break instead of just doing 1 damage and shattering the glass
if ( ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "grenadeImpactDeath" ] ) ) && ( damageType == "impact" ) )
damage = 100000000;
// Damage done is below the damage threshold for this part
if ( IsDefined( level.destructible_type[ self.destructibleInfo ].parts[ partIndex ][ stateIndex ].v[ "damage_threshold" ] ) &&
level.destructible_type[ self.destructibleInfo ].parts[ partIndex ][ stateIndex ].v[ "damage_threshold" ] > damage )
damage = 0;
// apply the damage to the part if the attacker was a valid attacker
savedHealth = self.destructible_parts[ partIndex ].v[ "health" ];
validAttacker = self isAttackerValid( partIndex, stateIndex, attacker );
if ( validAttacker )
{
validDamageCause = self isValidDamageCause( partIndex, stateIndex, damageType );
if ( validDamageCause )
{
if ( IsDefined( attacker ) )
{
if ( IsPlayer( attacker ) )
{
self.player_damage += damage;
}
else
{
if ( attacker != self )
self.non_player_damage += damage;
}
}
// Chad - ask Brent why we think melee is worth 100000 damage
if ( IsDefined( damageType ) )
{
if ( damageType == "melee" || damageType == "impact" )
damage = 100000;
}
self.destructible_parts[ partIndex ].v[ "health" ] -= damage;
}
}
/#
if ( GetDvarInt( "debug_destructibles" , 0 ) == 1 )
IPrintLn( "health( after ): " + self.destructible_parts[ partIndex ].v[ "health" ] );
#/
// if the part still has health left then we're done
if ( self.destructible_parts[ partIndex ].v[ "health" ] > 0 )
{
// prof_end( "_destructible" );
return;
}
// cap on the number of destructibles killed in a single frame
if ( IsDefined( partInfo ) )
{
partInfo.v[ "fxcost" ] = get_part_FX_cost_for_action_state( partIndex, self.destructible_parts[ partIndex ].v[ "currentState" ] );
add_destructible_to_frame_queue( self, partInfo, damage );
if ( !IsDefined( self.waiting_for_queue ) )
self.waiting_for_queue = 1;
else
self.waiting_for_queue++;
self waittill( "queue_processed", success );
self.waiting_for_queue--;
if ( self.waiting_for_queue == 0 )
self.waiting_for_queue = undefined;
if ( !success )// can we be destroyed this frame?
{
self.destructible_parts[ partIndex ].v[ "health" ] = savedHealth;
return;
}
}
// if the part ran out of health then carry over to the next part
damage = Int( abs( self.destructible_parts[ partIndex ].v[ "health" ] ) );
// Brent asks - why is this condition here? It'll never trigger given that abs() does the following:
// "fabs returns the absolute value of x. Absolute value is a number's distance from zero on the number line. The absolute value of -4 is 4; the absolute value of 4 is 4."
// It should probably be removed
if ( damage < 0 )
{
AssertEx( 0, "Logically, we should never get here, and I plan to remove this part of the script. Tell Boon at IW if you see this." );
// prof_end( "_destructible" );
return;
}
self.destructible_parts[ partIndex ].v[ "currentState" ]++;
stateIndex = self.destructible_parts[ partIndex ].v[ "currentState" ];
actionStateIndex = ( stateIndex - 1 );
// use these rather than re-getting them all the time. This insures that we do
// not overwrite their values too.
action_v = undefined;
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ] ) )
action_v = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v;
state_v = undefined;
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ] ) )
state_v = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v;
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ] ) )
{
// prof_end( "_destructible" );
return;
}
//---------------------------------------------------------------------
// A state change is required so detach the old model or replace it if
// it's the base model that took the damage.
// Then attach the model ( if specified ) used for the new state
// Only do this if there is another state to go to, some parts might have
// fx or anims, or sounds but no next model to go to
//---------------------------------------------------------------------
// if the part is meant to explode on this state set a flag. Actual explosion will be done down below
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "explode" ] ) )
self.exploding = true;
// stop all previously looped sounds
if ( IsDefined( self.loopingSoundStopNotifies ) && IsDefined( self.loopingSoundStopNotifies[ toString( partIndex ) ] ) )
{
for ( i = 0; i < self.loopingSoundStopNotifies[ toString( partIndex ) ].size; i++ )
{
self notify( self.loopingSoundStopNotifies[ toString( partIndex ) ][ i ] );
if ( isSP() && self.modeldummyon )
self.modeldummy notify( self.loopingSoundStopNotifies[ toString( partIndex ) ][ i ] );
}
self.loopingSoundStopNotifies[ toString( partIndex ) ] = undefined;
}
// setup our destructible light if we want one and can find one
if ( IsDefined( action_v[ "break_nearby_lights" ] ) )
{
self destructible_get_my_breakable_light( action_v[ "break_nearby_lights" ] );
}
// swap the model
// this doesn't work when threaded off to another function
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ] ) )
{
if ( partIndex == 0 ) // base model damaged
{
newModel = state_v[ "modelName" ];
if ( IsDefined( newModel ) && newModel != self.model )
{
self SetModel( newModel );
if ( isSP() && self.modeldummyon )
self.modeldummy SetModel( newModel );
destructible_splash_rotatation( state_v );
}
}
else // Part was damaged, not the base model
{
// Handle a part getting damaged here
self hideapart( tagName );
if ( isSP() && self.modeldummyon )
self.modeldummy hideapart( tagName );
tagName = state_v[ "tagName" ];
if ( IsDefined( tagName ) )
{
self showapart( tagName );
if ( isSP() && self.modeldummyon )
self.modeldummy showapart( tagName );
}
}
}
eModel = get_dummy();
// If its exploding clear all previous animations on the destructible. The only animation that will play after this is an explosion animation
if ( IsDefined( self.exploding ) )
self clear_anims( eModel );
// if the part has an anim then play it now
groupNumber = destructible_animation_think( action_v, eModel, damageType, partIndex );
// if the part has fx then play it now
groupNumber = destructible_fx_think( action_v, eModel, damageType, partIndex, groupNumber );
// if the part has a soundalias then play it now
groupNumber = destructible_sound_think( action_v, eModel, damageType, groupNumber );
// if the part has a looping fx then play it now
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopfx" ] ) )
{
loopfx_size = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopfx_filename" ].size;
if ( loopfx_size > 0 )
self notify( "FX_State_Change" + partIndex );
for ( idx = 0; idx < loopfx_size; idx++ )
{
Assert( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopfx_tag" ][ idx ] ) );
loopfx = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopfx" ][ idx ];
loopfx_tag = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopfx_tag" ][ idx ];
loopRate = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopfx_rate" ][ idx ];
self thread loopfx_onTag( loopfx, loopfx_tag, loopRate, partIndex );
}
}
// if the part has a looping soundalias then start looping it now
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopsound" ] ) )
{
for ( i = 0; i < level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopsound" ].size; i++ )
{
validSoundCause = self isValidSoundCause( "loopsoundCause", action_v, i, damageType );
if ( validSoundCause )
{
loopsoundAlias = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "loopsound" ][ i ];
loopsoundTagName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "tagName" ];
self thread play_loop_sound_on_destructible( loopsoundAlias, loopsoundTagName );
if ( !isdefined( self.loopingSoundStopNotifies ) )
self.loopingSoundStopNotifies = [];
if ( !isdefined( self.loopingSoundStopNotifies[ toString( partIndex ) ] ) )
self.loopingSoundStopNotifies[ toString( partIndex ) ] = [];
size = self.loopingSoundStopNotifies[ toString( partIndex ) ].size;
self.loopingSoundStopNotifies[ toString( partIndex ) ][ size ] = "stop sound" + loopsoundAlias;
}
}
}
// if the part is supposed to trigger a car alarm
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "triggerCarAlarm" ] ) )
{
self thread do_car_alarm();
}
// if the part is supposed to trigger a car alarm
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "break_nearby_lights" ] ) )
{
self thread break_nearest_light();
}
// if the part should drain health then start the drain
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "healthdrain_amount" ] ) )
{
self notify( "Health_Drain_State_Change" + partIndex );
healthdrain_amount = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "healthdrain_amount" ];
healthdrain_interval = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "healthdrain_interval" ];
healthdrain_modelName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "modelName" ];
healthdrain_tagName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "tagName" ];
badplaceRadius = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "badplace_radius" ];
badplaceTeam = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "badplace_team" ];
if ( healthdrain_amount > 0 )
{
Assert( ( IsDefined( healthdrain_interval ) ) && ( healthdrain_interval > 0 ) );
self thread health_drain( healthdrain_amount, healthdrain_interval, partIndex, healthdrain_modelName, healthdrain_tagName, badplaceRadius, badplaceTeam );
}
}
// DOT
// - Usually this will happen the same time as explode.
// - This is setup so it can theoretically happen at any given state
dots = level.destructible_type[ self.destructibleInfo ].parts[ partIndex ][ actionStateIndex ].v[ "dot" ];
if ( IsDefined( dots ) )
{
foreach ( dot in dots )
{
dotIndex = dot.index;
if ( dot.type == "predefined" && IsDefined( dotIndex ) )
{
dot_group = [];
foreach ( triggerIndex in level.destructible_type[ self.destructibleInfo ].destructible_dots[ dotIndex ] )
{
classname = triggerIndex[ "classname" ];
_dot = undefined;
switch ( classname )
{
case "trigger_radius":
origin = triggerIndex[ "origin" ];
spawnflags = triggerIndex[ "spawnflags" ];
radius = triggerIndex[ "radius" ];
height = triggerindex[ "height" ];
_dot = createDOT_radius( self.origin + origin, spawnflags, radius, height );
_dot.ticks = dot.ticks;
dot_group[ dot_group.size ] = _dot;
break;
default:
}
}
level thread startDOT_group( dot_group );
}
else
{
if ( IsDefined( dot ) )
{
if ( IsDefined( dot.tag ) )
dot setDOT_origin( self GetTagOrigin( dot.tag ) );
level thread startDOT_group( [ dot ] );
}
}
}
dots = undefined;
}
// if the part is meant to explode on this state then do it now. Causes all attached models to become physics with the specified force
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "explode" ] ) )
{
delayModelSwap = true;
force_min = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "explode_force_min" ];
force_max = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "explode_force_max" ];
range = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "explode_range" ];
mindamage = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "explode_mindamage" ];
maxdamage = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "explode_maxdamage" ];
continueDamage = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "continueDamage" ];
originOffset = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "originOffset" ];
earthQuakeScale = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "earthQuakeScale" ];
earthQuakeRadius = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "earthQuakeRadius" ];
originOffset3d = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "originOffset3d" ];
delaytime = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "delaytime" ];
if ( IsDefined( attacker ) && attacker != self )
{
// Achievement Hook
self.attacker = attacker;
// Only add .damage_type to script_vehicles that happen to be destructibles (ie UAZ)
// This hook provides info so the vehicle can do _player_stat::register_kill()
if ( self.code_classname == "script_vehicle" )
{
self.damage_type = damageType;
}
}
self thread explode( partIndex, force_min, force_max, range, mindamage, maxdamage, continueDamage, originOffset, earthQuakeScale, earthQuakeRadius, attacker, originOffset3d, delaytime );
}
// if the part should do physics here then initiate the physics and velocity
physTagOrigin = undefined;
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "physics" ] ) )
{
for ( i = 0; i < level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "physics" ].size; i++ )
{
physTagOrigin = undefined;
physTagName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "physics_tagName" ][ i ];
physVelocity = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "physics_velocity" ][ i ];
initial_velocity = undefined;
if ( IsDefined( physVelocity ) )
{
physTagAngles = undefined;
if ( IsDefined( physTagName ) )
physTagAngles = self GetTagAngles( physTagName );
else if ( IsDefined( tagName ) )
physTagAngles = self GetTagAngles( tagName );
Assert( IsDefined( physTagAngles ) );
physTagOrigin = undefined;
if ( IsDefined( physTagName ) )
physTagOrigin = self GetTagOrigin( physTagName );
else if ( IsDefined( tagName ) )
physTagOrigin = self GetTagOrigin( tagName );
Assert( IsDefined( physTagOrigin ) );
phys_x = physVelocity[ 0 ] - 5 + RandomFloat( 10 );
phys_y = physVelocity[ 1 ] - 5 + RandomFloat( 10 );
phys_z = physVelocity[ 2 ] - 5 + RandomFloat( 10 );
forward = AnglesToForward( physTagAngles ) * phys_x * RandomFloatRange( 80, 110 );
right = AnglesToRight( physTagAngles ) * phys_y * RandomFloatRange( 80, 110 );
up = AnglesToUp( physTagAngles ) * phys_z * RandomFloatRange( 80, 110 );
initial_velocity = forward + right + up;
/#
if ( GetDvarInt( "debug_destructibles" , 0 ) == 1 )
{
thread draw_line_for_time( physTagOrigin, physTagOrigin + initial_velocity, 1, 1, 1, 5.0 );
}
#/
}
else
{
initial_velocity = point;
impactDir = ( 0, 0, 0 );
if ( IsDefined( attacker ) )
{
impactDir = attacker.origin;
initial_velocity = VectorNormalize( point - impactDir );
initial_velocity *= 200;
}
}
Assert( IsDefined( initial_velocity ) );
if ( IsDefined( physTagName ) )
{
// Do physics on another part, and continue this thread since the current part is still unaffected by the physics
// get the partIndex that cooresponds to what the tagname is
physPartIndex = undefined;
for ( j = 0; j < level.destructible_type[ self.destructibleInfo].parts.size; j++ )
{
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts[ j ][ 0 ].v[ "tagName" ] ) )
continue;
if ( level.destructible_type[ self.destructibleInfo].parts[ j ][ 0 ].v[ "tagName" ] != physTagName )
continue;
physPartIndex = j;
break;
}
if ( IsDefined( physTagOrigin ) )
self thread physics_launch( physPartIndex, 0, physTagOrigin, initial_velocity );
else
self thread physics_launch( physPartIndex, 0, point, initial_velocity );
}
else
{
// Do physics on this part, therefore ending this thread
if ( IsDefined( physTagOrigin ) )
self thread physics_launch( partIndex, actionStateIndex, physTagOrigin, initial_velocity );
else
self thread physics_launch( partIndex, actionStateIndex, point, initial_velocity );
// prof_end( "_destructible" );
return;
}
}
}
// if the part should notify, for a function on a previous state
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v ) &&
IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "functionNotify" ] ) )
{
self notify( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "functionNotify" ] );
}
// if the part should call a function on its entity
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "function" ] ) )
{
self thread [[ level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v[ "function" ] ]]();
}
updateHealthValue = true;
}
// prof_end( "_destructible" );
}
destructible_splash_rotatation( v )
{
// rotate model due to splash damage direction, optional
model_rotation = v[ "splashRotation" ];
model_rotate_to = v[ "rotateTo" ];
if ( !isdefined( model_rotate_to ) )
return;
if ( !isdefined( model_rotation ) )
return;
if ( !model_rotation )
return;
self.angles = ( self.angles[ 0 ], model_rotate_to[ 1 ], self.angles[ 2 ] );
}
// parameter damageType can be single damage or multiple damages separated by spaces
damage_not( damageType )
{
toks = StrTok( damageType, " " );
damages_tok = StrTok( "splash melee bullet splash impact unknown", " " );
new_string = "";
foreach ( idx, tok in toks )
damages_tok = array_remove( damages_tok, tok );
foreach ( damages in damages_tok )
new_string += damages + " ";
return new_string;
}
destructible_splash_damage( damage, point, direction_vec, attacker, damageType )
{
if ( damage <= 0 )
return;
if ( IsDefined( self.exploded ) )
return;
//------------------------------------------------------------------------
// Fill an array of all possible parts that might have been splash damaged
//------------------------------------------------------------------------
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts ) )
return;
damagedParts = self getAllActiveParts( direction_vec );
if ( damagedParts.size <= 0 )
return;
damagedParts = self setDistanceOnParts( damagedParts, point );
closestPartDist = getLowestPartDistance( damagedParts );
Assert( IsDefined( closestPartDist ) );
//--------------------------------------------------------------------------
// Damage each part depending on how close it was to the splash damage point
//--------------------------------------------------------------------------
// prof_begin( "_destructible" );
foreach ( part in damagedParts )
{
distanceMod = ( part.v[ "distance" ] * 1.4 );
damageAmount = ( damage - ( distanceMod - closestPartDist ) );
if ( damageAmount <= 0 )
continue;
if ( IsDefined( self.exploded ) )
continue;
/#
if ( GetDvarInt( "debug_destructibles" , 0 ) == 1 )
{
if ( IsDefined( part.v[ "tagName" ] ) )
Print3d( self GetTagOrigin( part.v[ "tagName" ] ), damageAmount, ( 1, 1, 1 ), 1.0, 0.5, 200 );
}
#/
self thread destructible_update_part( damageAmount, part.v[ "modelName" ], part.v[ "tagName" ], point, direction_vec, attacker, damageType, part );
}
// prof_end( "_destructible" );
}
// Called on a destructible entity, returns a list of all tags and models that are currently active.
// - AFAIK models aren't attached to destructibles any more so it's probably just a list of tags
// - Uses direction_vec to set an angle in the level's info for this destructible type, for later use by the destructible_splash_rotatation() function.
getAllActiveParts( direction_vec )
{
activeParts = [];
Assert( IsDefined( self.destructibleInfo) );
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts ) )
return activeParts;
// prof_begin( "_destructible" );
for ( i = 0; i < level.destructible_type[ self.destructibleInfo].parts.size; i++ )
{
partIndex = i;
currentState = self.destructible_parts[ partIndex ].v[ "currentState" ];
// Splash damage rotation, rotation angle only calculated for state that has this option enabled
for ( j = 0; j < level.destructible_type[ self.destructibleInfo].parts[ partIndex ].size; j++ )
{
splash_rotation = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ j ].v[ "splashRotation" ];
if ( IsDefined( splash_rotation ) && splash_rotation )
{
rotate_to_angle = VectorToAngles( direction_vec );
rotate_to_angle_y = rotate_to_angle[ 1 ] - 90;
level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ j ].v[ "rotateTo" ] = ( 0, rotate_to_angle_y, 0 );
}
}
if ( !isdefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ currentState ] ) )
continue;
tagName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ currentState ].v[ "tagName" ];
if ( !isdefined( tagName ) )
tagName = "";
if ( tagName == "" )
continue;
modelName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ currentState ].v[ "modelName" ];
if ( !isdefined( modelName ) )
modelName = "";
activePartIndex = activeParts.size;
activeParts[ activePartIndex ] = SpawnStruct();
activeParts[ activePartIndex ].v[ "modelName" ] = modelName;
activeParts[ activePartIndex ].v[ "tagName" ] = tagName;
}
// prof_end( "_destructible" );
return activeParts;
}
setDistanceOnParts( partList, point )
{
// prof_begin( "_destructible" );
for ( i = 0; i < partList.size; i++ )
{
d = Distance( point, self GetTagOrigin( partList[ i ].v[ "tagName" ] ) );
partList[ i ].v[ "distance" ] = d;
}
// prof_end( "_destructible" );
return partList;
}
getLowestPartDistance( partList )
{
closestDist = undefined;
// prof_begin( "_destructible" );
foreach ( part in partList )
{
Assert( IsDefined( part.v[ "distance" ] ) );
d = part.v[ "distance" ];
if ( !isdefined( closestDist ) )
closestDist = d;
if ( d < closestDist )
closestDist = d;
}
// prof_end( "_destructible" );
return closestDist;
}
isValidSoundCause( soundCauseVar, action_v, soundIndex, damageType, groupNum )
{
if ( isdefined( groupNum ) )
soundCause = action_v[ soundCauseVar ][ groupNum ][ soundIndex ];
else
soundCause = action_v[ soundCauseVar ][ soundIndex ];
if ( !isdefined( soundCause ) )
return true;
if ( soundCause == damageType )
return true;
return false;
}
isAttackerValid( partIndex, stateIndex, attacker )
{
// return true if the vehicle is being force exploded
if ( IsDefined( self.forceExploding ) )
return true;
// return false if the vehicle is trying to explode but it's not allowed to
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "explode" ] ) )
{
if ( IsDefined( self.dontAllowExplode ) )
return false;
}
if ( !isdefined( attacker ) )
return true;
if ( attacker == self )
return true;
sType = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "validAttackers" ];
if ( !isdefined( sType ) )
return true;
if ( sType == "no_player" )
{
if ( !isplayer( attacker ) )
return true;
if ( !isdefined( attacker.damageIsFromPlayer ) )
return true;
if ( attacker.damageIsFromPlayer == false )
return true;
}
else
if ( sType == "player_only" )
{
if ( IsPlayer( attacker ) )
return true;
if ( IsDefined( attacker.damageIsFromPlayer ) && attacker.damageIsFromPlayer )
return true;
}
else
if ( sType == "no_ai" && IsDefined( level.isAIfunc ) )
{
if ( ![[ level.isAIfunc ]]( attacker ) )
return true;
}
else
if ( sType == "ai_only" && IsDefined( level.isAIfunc ) )
{
if ( [[ level.isAIfunc ]]( attacker ) )
return true;
}
else
{
AssertMsg( "Invalid attacker rules on destructible vehicle. Valid types are: ai_only, no_ai, player_only, no_player" );
}
return false;
}
isValidDamageCause( partIndex, stateIndex, damageType )
{
if ( !isdefined( damageType ) )
return true;
godModeAllowed = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "godModeAllowed" ];
if ( godModeAllowed && ( ( IsDefined( self.godmode ) && self.godmode ) || ( IsDefined( self.script_bulletshield ) && self.script_bulletshield ) && damageType == "bullet" ) )
return false;
validType = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "validDamageCause" ];
if ( !isdefined( validType ) )
return true;
if ( ( validType == "splash" ) && damageType != "splash" )
return false;
if ( ( validType == "no_splash" ) && damageType == "splash" )
return false;
if ( ( validType == "no_melee" ) && damageType == "melee" || damageType == "impact" )
return false;
return true;
}
getDamageType( type )
{
//returns a simple damage type: melee, bullet, splash, or unknown
if ( !isdefined( type ) )
return "unknown";
type = ToLower( type );
switch( type )
{
case "mod_melee":
case "mod_crush":
case "melee":
return "melee";
case "mod_pistol_bullet":
case "mod_rifle_bullet":
case "bullet":
return "bullet";
case "mod_grenade":
case "mod_grenade_splash":
case "mod_projectile":
case "mod_projectile_splash":
case "mod_explosive":
case "splash":
return "splash";
case "mod_impact":
return "impact";
case "unknown":
return "unknown";
default:
return "unknown";
}
}
damage_mirror( parent, modelName, tagName )
{
self notify( "stop_damage_mirror" );
self endon( "stop_damage_mirror" );
parent endon( "stop_taking_damage" );
self SetCanDamage( true );
for ( ;; )
{
self waittill( "damage", damage, attacker, direction_vec, point, type );
parent notify( "damage", damage, attacker, direction_vec, point, type, modelName, tagName );
damage = undefined;
attacker = undefined;
direction_vec = undefined;
point = undefined;
type = undefined;
}
}
add_damage_owner_recorder()
{
// Mackey added to track who is damaging the car
self.player_damage = 0;
self.non_player_damage = 0;
self.car_damage_owner_recorder = true;
}
loopfx_onTag( loopfx, loopfx_tag, loopRate, partIndex )
{
self endon( "FX_State_Change" + partIndex );
self endon( "delete_destructible" );
level endon( "putout_fires" );
while( isdefined( self ) )
{
eModel = get_dummy();
PlayFXOnTag( loopfx, eModel, loopfx_tag );
wait loopRate;
}
}
health_drain( amount, interval, partIndex, modelName, tagName, badplaceRadius, badplaceTeam )
{
self endon( "Health_Drain_State_Change" + partIndex );
level endon( "putout_fires" );
self endon( "destroyed" );
if( IsDefined( badplaceRadius ) && IsDefined( level.destructible_badplace_radius_multiplier ) )
{
badplaceRadius *= level.destructible_badplace_radius_multiplier;
}
if( IsDefined( amount ) &&IsDefined( level.destructible_health_drain_amount_multiplier ) )
{
amount *= level.destructible_health_drain_amount_multiplier;
}
wait interval;
self.healthDrain = true;
uniqueName = undefined;
// disable the badplace radius call if level.disable_destructible_bad_places is true
if ( IsDefined( level.disable_destructible_bad_places ) && level.disable_destructible_bad_places )
badplaceRadius = undefined;
if ( IsDefined( badplaceRadius ) && IsDefined( level.badplace_cylinder_func ) )
{
uniqueName = "" + GetTime();
if ( !isdefined( self.disableBadPlace ) )
{
if ( IsDefined( self.script_radius ) )
{
// overwrite the badplace radius from the map
badplaceRadius = self.script_radius;
}
if ( isSP() && IsDefined( badplaceTeam ) )
{
if ( badplaceTeam == "both" )
call [[ level.badplace_cylinder_func ]]( uniqueName, 0, self.origin, badplaceRadius, 128, "allies", "bad_guys" );
else
call [[ level.badplace_cylinder_func ]]( uniqueName, 0, self.origin, badplaceRadius, 128, badplaceTeam );
self thread badplace_remove( uniqueName );
}
else
{
call [[ level.badplace_cylinder_func ]]( uniqueName, 0, self.origin, badplaceRadius, 128 );
self thread badplace_remove( uniqueName );
}
}
}
while ( isdefined( self ) && self.destructible_parts[ partIndex ].v[ "health" ] > 0 )
{
/#
if ( GetDvarInt( "debug_destructibles" , 0 ) == 1 )
{
IPrintLn( "health before damage: " + self.destructible_parts[ partIndex ].v[ "health" ] );
IPrintLn( "doing " + amount + " damage" );
}
#/
self notify( "damage", amount, self, ( 0, 0, 0 ), ( 0, 0, 0 ), "MOD_UNKNOWN", modelName, tagName );
wait interval;
}
self notify( "remove_badplace" );
}
badplace_remove( uniqueName )
{
self waittill_any( "destroyed", "remove_badplace" );
Assert( IsDefined( uniqueName ) );
Assert( IsDefined( level.badplace_delete_func ) );
call [[ level.badplace_delete_func ]]( uniqueName );
}
physics_launch( partIndex, stateIndex, point, initial_velocity )
{
modelName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "modelName" ];
tagName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ stateIndex ].v[ "tagName" ];
self hideapart( tagName );
/#
if ( GetDvarInt( "destructibles_enable_physics", 1 ) == 0 )
return;
#/
// If we've reached the max number of spawned physics models for destructible vehicles then delete one before creating another
if ( level.destructibleSpawnedEnts.size >= level.destructibleSpawnedEntsLimit )
physics_object_remove( level.destructibleSpawnedEnts[ 0 ] );
// Spawn a model to use for physics using the modelname and position of the part
physicsObject = Spawn( "script_model", self GetTagOrigin( tagName ) );
physicsObject.angles = self GetTagAngles( tagName );
physicsObject SetModel( modelName );
/#
// Give it a targetname that makes it easy to identify using g_entinfo
physicsObject.targetname = modelName + "(thrown physics model)";
#/
// Keep track of the new part so it can be removed later if we reach the max
level.destructibleSpawnedEnts[ level.destructibleSpawnedEnts.size ] = physicsObject;
// Do physics on the model
physicsObject PhysicsLaunchClient( point, initial_velocity );
}
physics_object_remove( ent )
{
newArray = [];
for ( i = 0; i < level.destructibleSpawnedEnts.size; i++ )
{
if ( level.destructibleSpawnedEnts[ i ] == ent )
continue;
newArray[ newArray.size ] = level.destructibleSpawnedEnts[ i ];
}
level.destructibleSpawnedEnts = newArray;
if ( isdefined( ent ) )
ent Delete();
}
explode( partIndex, force_min, force_max, range, mindamage, maxdamage, continueDamage, originOffset, earthQuakeScale, earthQuakeRadius, attacker, originOffset3d, delaytime )
{
Assert( IsDefined( force_min ) );
Assert( IsDefined( force_max ) );
if( IsDefined( range ) && IsDefined( level.destructible_explosion_radius_multiplier ) )
{
range *= level.destructible_explosion_radius_multiplier;
}
if ( !isdefined( originOffset ) )
originOffset = 80;
if ( !isdefined( originOffset3d) )
originOffset3d = (0,0,0);
if ( !isdefined( continueDamage ) || ( IsDefined( continueDamage ) && !continueDamage ) )
{
if ( IsDefined( self.exploded ) )
return;
self.exploded = true;
}
if (!isdefined( delaytime) )
delaytime = 0;
self notify( "exploded", attacker );
level notify( "destructible_exploded", self, attacker );
if ( self.code_classname == "script_vehicle" )
self notify( "death", attacker, self.damage_type );
// check if there is a disconnect paths brush to disconnect any traverses
if ( isSP() )
self thread disconnectTraverses();
if( ! level.fast_destructible_explode )
wait 0.05;
// entity could be deleted during previous wait
if ( !IsDefined( self ) )
return;
currentState = self.destructible_parts[ partIndex ].v[ "currentState" ];
Assert( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ] ) );
tagName = undefined;
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ currentState ] ) )
tagName = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ currentState ].v[ "tagName" ];
if ( IsDefined( tagName ) )
explosionOrigin = self GetTagOrigin( tagName );
else
explosionOrigin = self.origin;
self notify( "damage", maxdamage, self, ( 0, 0, 0 ), explosionOrigin, "MOD_EXPLOSIVE", "", "" );
self notify( "stop_car_alarm" );
waittillframeend;
// prof_begin( "_destructible" );
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts ) )
{
for ( i = ( level.destructible_type[ self.destructibleInfo].parts.size - 1 ); i >= 0; i-- )
{
if ( i == partIndex )
continue;
stateIndex = self.destructible_parts[ i ].v[ "currentState" ];
if ( stateIndex >= level.destructible_type[ self.destructibleInfo].parts[ i ].size )
stateIndex = level.destructible_type[ self.destructibleInfo].parts[ i ].size - 1;
modelName = level.destructible_type[ self.destructibleInfo].parts[ i ][ stateIndex ].v[ "modelName" ];
tagName = level.destructible_type[ self.destructibleInfo].parts[ i ][ stateIndex ].v[ "tagName" ];
if ( !isdefined( modelName ) )
continue;
if ( !isdefined( tagName ) )
continue;
// dont do physics on parts that are supposed to be removed on explosion
if ( IsDefined( level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "physicsOnExplosion" ] ) )
{
if ( level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "physicsOnExplosion" ] > 0 )
{
velocityScaler = level.destructible_type[ self.destructibleInfo].parts[ i ][ 0 ].v[ "physicsOnExplosion" ];
point = self GetTagOrigin( tagName );
initial_velocity = VectorNormalize( point - explosionOrigin );
initial_velocity *= RandomFloatRange( force_min, force_max ) * velocityScaler;
self thread physics_launch( i, stateIndex, point, initial_velocity );
continue;
}
}
//self.destructible_parts[ i ] Hide();
}
}
// prof_end( "_destructible" );
stopTakingDamage = ( !isdefined( continueDamage ) || ( IsDefined( continueDamage ) && !continueDamage ) );
if ( stopTakingDamage )
self notify( "stop_taking_damage" );
if( ! level.fast_destructible_explode )
wait 0.05;
// entity could be deleted during previous wait
if ( !IsDefined( self ) )
return;
damageLocation = explosionOrigin + ( 0, 0, originOffset ) + originOffset3d;
isVehicle = ( GetSubStr( level.destructible_type[ self.destructibleInfo].v[ "type" ], 0, 7 ) == "vehicle" );
if ( isVehicle )
{
anim.lastCarExplosionTime = GetTime();
anim.lastCarExplosionDamageLocation = damageLocation;
anim.lastCarExplosionLocation = explosionOrigin;
anim.lastCarExplosionRange = range;
}
// turn off friendly fire when they blow up so the player doesn't get accidental friendly fire mission failure
level thread set_disable_friendlyfire_value_delayed( 1 );
if ( delaytime > 0 )
wait (delaytime);
//using this in hamburg where player has no control and needs to be protected from cars blowing up nearby. It's not the players fault!!
if( isdefined( level.destructible_protection_func ) )
thread [[level.destructible_protection_func]]();
if ( isSP() )
{
if ( level.gameskill == 0 && !self player_touching_post_clip() )
self RadiusDamage( damageLocation, range, maxdamage, mindamage, self, "MOD_RIFLE_BULLET" );
else
self RadiusDamage( damageLocation, range, maxdamage, mindamage, self );
if ( IsDefined( self.damageOwner ) && isVehicle )
{
self.damageOwner notify( "destroyed_car" );
level notify( "player_destroyed_car", self.damageOwner, damageLocation );
}
}
else
{
weapon = "destructible_toy";
if ( isVehicle )
weapon = "destructible_car";
if ( !isdefined( self.damageOwner ) )
{
self RadiusDamage( damageLocation, range, maxdamage, mindamage, self, "MOD_EXPLOSIVE", weapon );
}
else
{
self RadiusDamage( damageLocation, range, maxdamage, mindamage, self.damageOwner, "MOD_EXPLOSIVE", weapon );
if ( isVehicle )
{
self.damageOwner notify( "destroyed_car" );
level notify( "player_destroyed_car", self.damageOwner, damageLocation );
}
}
}
if ( IsDefined( earthQuakeScale ) && IsDefined( earthQuakeRadius ) )
Earthquake( earthQuakeScale, 2.0, damageLocation, earthQuakeRadius );
/#
if ( GetDvarInt( "destructibles_show_radiusdamage" ) == 1 )
thread debug_radiusdamage_circle( damageLocation, range, maxdamage, mindamage );
#/
// explosion damage done, resume friendly fire if it was enabled
level thread set_disable_friendlyfire_value_delayed( 0, 0.05 );
magnitudeScaler = 0.01;
magnitude = range * magnitudeScaler;
Assert( magnitude > 0 );
range *= .99;
PhysicsExplosionSphere( damageLocation, range, 0, magnitude );
if ( stopTakingDamage )
{
self SetCanDamage( false );
self thread cleanupVars();
}
self notify( "destroyed" );
}
cleanupVars()
{
// wait so we can make sure they are no longer needed
wait 0.05;
while ( isdefined( self ) && isdefined( self.waiting_for_queue ) )
{
self waittill( "queue_processed" );
wait 0.05;
}
if ( !isdefined( self ) )
return;
self.animsapplied = undefined;
self.attacker = undefined;
self.car_damage_owner_recorder = undefined;
self.caralarm = undefined;
self.damageowner = undefined;
self.destructible_parts = undefined;
self.destructible_type = undefined;
self.destructibleInfo = undefined;
self.healthdrain = undefined;
self.non_player_damage = undefined;
self.player_damage = undefined;
if ( !IsDefined( level.destructible_cleans_up_more ) )
return;
self.script_noflip = undefined;
self.exploding = undefined;
self.loopingsoundstopnotifies = undefined;
self.car_alarm_org = undefined;
}
set_disable_friendlyfire_value_delayed( value, delay )
{
level notify( "set_disable_friendlyfire_value_delayed" );
level endon( "set_disable_friendlyfire_value_delayed" );
Assert( IsDefined( value ) );
if ( IsDefined( delay ) )
wait delay;
level.friendlyFireDisabledForDestructible = value;
}
/*
arcadeMode_car_kill()
{
if ( !isSP() )
return false;
if ( !arcadeMode() )
return false;
if ( level.script == "ac130" )
return false;
if ( IsDefined( level.allCarsDamagedByPlayer ) )
return true;
return self maps\_gameskill::player_did_most_damage();
}
*/
connectTraverses()
{
clip = get_traverse_disconnect_brush();
if ( !isdefined( clip ) )
return;
Assert( IsDefined( level.connectPathsFunction ) );
clip call [[ level.connectPathsFunction ]]();
clip.origin -= ( 0, 0, 10000 );
}
disconnectTraverses()
{
clip = get_traverse_disconnect_brush();
if ( !isdefined( clip ) )
return;
clip.origin += ( 0, 0, 10000 );
Assert( IsDefined( level.disconnectPathsFunction ) );
clip call [[ level.disconnectPathsFunction ]]();
clip.origin -= ( 0, 0, 10000 );
}
get_traverse_disconnect_brush()
{
if ( !isdefined( self.target ) )
return undefined;
targets = GetEntArray( self.target, "targetname" );
foreach ( target in targets )
{
if ( IsSpawner( target ) )
continue;
if ( IsDefined( target.script_destruct_collision ) )
continue;
if ( target.code_classname == "light" )
continue;
if ( !target.spawnflags & 1 )
continue;
return target;
}
}
hideapart( tagName )
{
self HidePart( tagName );
}
showapart( tagName )
{
self ShowPart( tagName );
}
disable_explosion()
{
self.dontAllowExplode = true;
}
force_explosion()
{
self.dontAllowExplode = undefined;
self.forceExploding = true;
self notify( "damage", 100000, self, self.origin, self.origin, "MOD_EXPLOSIVE", "", "" );
}
get_dummy()
{
if ( !isSP() )
return self;
if ( self.modeldummyon )
eModel = self.modeldummy;
else
eModel = self;
return eModel;
}
play_loop_sound_on_destructible( alias, tag )
{
eModel = get_dummy();
org = Spawn( "script_origin", ( 0, 0, 0 ) );
if ( IsDefined( tag ) )
org.origin = eModel GetTagOrigin( tag );
else
org.origin = eModel.origin;
org PlayLoopSound( alias );
eModel thread force_stop_sound( alias );
eModel waittill( "stop sound" + alias );
if ( !isdefined( org ) )
return;
org StopLoopSound( alias );
org Delete();
}
force_stop_sound( alias )
{
self endon( "stop sound" + alias );
level waittill( "putout_fires" );
self notify( "stop sound" + alias );
}
notifyDamageAfterFrame( damage, attacker, direction_vec, point, damageType, modelName, tagName )
{
// (Boon Oct2012: This function appears to be designed to transmit damage from child to/from parent parts. It can get
// called several times for one damage event, and level.notifyDamageAfterFrame is usually not defined so it then generates
// a cascade of damage notifies. Frankly, I can't understand how it works or how it is supposed to work, and I strongly
// suspect it's very fragile.)
if ( IsDefined( level.notifyDamageAfterFrame ) )
return;
level.notifyDamageAfterFrame = true;
waittillframeend;
if ( IsDefined( self.exploded ) )
{
level.notifyDamageAfterFrame = undefined;
return;
}
if ( isSP() )
damage /= SP_DAMAGE_BIAS;
else
damage /= MP_DAMAGE_BIAS;
self notify( "damage", damage, attacker, direction_vec, point, damageType, modelName, tagName );
level.notifyDamageAfterFrame = undefined;
}
play_sound( alias, tag )
{
if ( IsDefined( tag ) )
{
org = Spawn( "script_origin", self GetTagOrigin( tag ) );
org Hide();
org LinkTo( self, tag, ( 0, 0, 0 ), ( 0, 0, 0 ) );
}
else
{
org = Spawn( "script_origin", ( 0, 0, 0 ) );
org Hide();
org.origin = self.origin;
org.angles = self.angles;
org LinkTo( self );
}
org PlaySound( alias );
wait( 5.0 );
if ( IsDefined( org ) )
org Delete();
}
toString( num )
{
return( "" + num );
}
do_car_alarm()
{
if ( IsDefined( self.carAlarm ) )
return;
self.carAlarm = true;
if ( !should_do_car_alarm() )
return;
self.car_alarm_org = Spawn( "script_model", self.origin );
self.car_alarm_org Hide();
self.car_alarm_org PlayLoopSound( CAR_ALARM_ALIAS );
level.currentCarAlarms++;
Assert( level.currentCarAlarms <= MAX_SIMULTANEOUS_CAR_ALARMS );
self thread car_alarm_timeout();
self waittill( "stop_car_alarm" );
level.lastCarAlarmTime = GetTime();
level.currentCarAlarms--;
self.car_alarm_org StopLoopSound( CAR_ALARM_ALIAS );
self.car_alarm_org Delete();
}
car_alarm_timeout()
{
self endon( "stop_car_alarm" );
// Car alarm only lasts this long until it automatically shuts up
wait CAR_ALARM_TIMEOUT;
if ( !isdefined( self ) )
return;
self thread play_sound( CAR_ALARM_OFF_ALIAS );
self notify( "stop_car_alarm" );
}
should_do_car_alarm()
{
// If there is already car alarms going off then don't trigger another one
if ( level.currentCarAlarms >= MAX_SIMULTANEOUS_CAR_ALARMS )
return false;
// If the player hasn't heard a car alarm yet during this level
timeElapsed = undefined;
if ( !isdefined( level.lastCarAlarmTime ) )
{
if ( cointoss() )
return true;
timeElapsed = GetTime() - level.commonStartTime;
}
else
{
timeElapsed = GetTime() - level.lastCarAlarmTime;
}
Assert( IsDefined( timeElapsed ) );
// If the player hasn't heard a car alarm in a while then do one
if ( level.currentCarAlarms == 0 && timeElapsed >= NO_CAR_ALARM_MAX_ELAPSED_TIME )
return true;
if ( RandomInt( 100 ) <= 33 )
return true;
return false;
}
do_random_dynamic_attachment( tagName, attach_model_1, attach_model_2, clipToRemove )
{
Assert( IsDefined( tagName ) );
Assert( IsDefined( attach_model_1 ) );
spawnedModels = [];
if ( isSP() )
{
self Attach( attach_model_1, tagName, false );
if ( IsDefined( attach_model_2 ) && attach_model_2 != "" )
self Attach( attach_model_2, tagName, false );
}
else
{
//attach doesn't work in MP so fake it
spawnedModels[ 0 ] = Spawn( "script_model", self GetTagOrigin( tagName ) );
spawnedModels[ 0 ].angles = self GetTagAngles( tagName );
spawnedModels[ 0 ] SetModel( attach_model_1 );
spawnedModels[ 0 ] LinkTo( self, tagName );
if ( IsDefined( attach_model_2 ) && attach_model_2 != "" )
{
spawnedModels[ 1 ] = Spawn( "script_model", self GetTagOrigin( tagName ) );
spawnedModels[ 1 ].angles = self GetTagAngles( tagName );
spawnedModels[ 1 ] SetModel( attach_model_2 );
spawnedModels[ 1 ] LinkTo( self, tagName );
}
}
// remove collision that might not be used for this attachment
if ( isdefined( clipToRemove ) )
{
tagOrg = self getTagOrigin( tagName );
clip = get_closest_with_targetname( tagOrg, clipToRemove );
if ( isdefined( clip ) )
clip delete();
}
self waittill( "exploded" );
if ( isSP() )
{
self Detach( attach_model_1, tagName );
self Attach( attach_model_1 + DESTROYED_ATTACHMENT_SUFFIX, tagName, false );
if ( IsDefined( attach_model_2 ) && attach_model_2 != "" )
{
self Detach( attach_model_2, tagName );
self Attach( attach_model_2 + DESTROYED_ATTACHMENT_SUFFIX, tagName, false );
}
}
else
{
spawnedModels[ 0 ] SetModel( attach_model_1 + DESTROYED_ATTACHMENT_SUFFIX );
if ( IsDefined( attach_model_2 ) && attach_model_2 != "" )
spawnedModels[ 1 ] SetModel( attach_model_2 + DESTROYED_ATTACHMENT_SUFFIX );
}
}
get_closest_with_targetname( origin, targetname )
{
closestDist = undefined;
closestEnt = undefined;
ents = getentarray( targetname, "targetname" );
foreach ( ent in ents )
{
d = distanceSquared( origin, ent.origin );
if ( !isdefined( closestDist ) || ( d < closestDist ) )
{
closestDist = d;
closestEnt = ent;
}
}
return closestEnt;
}
player_touching_post_clip()
{
post_clip = undefined;
if ( !IsDefined( self.target ) )
{
return false;
}
targets = GetEntArray( self.target, "targetname" );
foreach ( target in targets )
{
if ( IsDefined( target.script_destruct_collision ) && target.script_destruct_collision == "post" )
{
post_clip = target;
break;
}
}
if ( !IsDefined( post_clip ) )
{
return false;
}
player = get_player_touching( post_clip );
if ( IsDefined( player ) )
{
return true;
}
return false;
}
get_player_touching( ent )
{
foreach ( player in level.players )
{
if ( !IsAlive( player ) )
{
continue;
}
if ( ent IsTouching( player ) )
{
return player;
}
}
return undefined;
}
is_so()
{
return GetDvar( "specialops" ) == "1";
}
destructible_handles_collision_brushes()
{
targets = GetEntArray( self.target, "targetname" );
collision_funcs = [];
collision_funcs[ "pre" ] = ::collision_brush_pre_explosion;
collision_funcs[ "post" ] = ::collision_brush_post_explosion;
foreach ( target in targets )
{
if ( !isdefined( target.script_destruct_collision ) )
continue;
self thread [[ collision_funcs[ target.script_destruct_collision ] ]]( target );
}
}
DYNAMICPATH = 1;
collision_brush_pre_explosion( clip )
{
waittillframeend;// wait for same area post brushes to connect before we disconnect
if ( isSP() && clip.spawnflags & DYNAMICPATH )
clip call [[ level.disconnectPathsFunction ]]();
self waittill( "exploded" );
if ( isSP() && clip.spawnflags & DYNAMICPATH )
clip call [[ level.connectPathsFunction ]]();
clip Delete();
}
collision_brush_post_explosion( clip )
{
clip NotSolid();
if ( isSP() && clip.spawnflags & DYNAMICPATH )
clip call [[ level.connectPathsFunction ]]();
self waittill( "exploded" );
waittillframeend;// wait for same area pre brushes to connect before we disconnect
if ( isSP() )
{
if( clip.spawnflags & DYNAMICPATH )
clip call [[ level.disconnectPathsFunction ]]();
if ( is_so() )
{
player = get_player_touching( clip );
if ( isdefined( player ) )
{
assertex( isdefined( level.func_destructible_crush_player ), "Special Ops requires level.func_destructible_crush_player to be defined." );
self thread [[ level.func_destructible_crush_player ]]( player );
}
}
else
{
/#
thread debug_player_in_post_clip( clip );
#/
}
}
clip Solid();
}
debug_player_in_post_clip( clip )
{
/#
wait( 0.1 );
player = get_player_touching( clip );
if ( IsDefined( player ) )
{
AssertEx( !IsAlive( player ), "Player is in a clip of a destructible, but is still alive. He's either in godmode or we're doing something wrong. Player will be stuck now." );
}
#/
}
destructible_get_my_breakable_light( range )
{
AssertEx( !isdefined( self.breakable_light ), "Tried to define my breakable light twice" );
// light = getClosest( self.origin, GetEntArray("light_destructible","targetname") );
// beh getClosest is SP only.. to lazy to port right now.
// find the nearest light with targetname light_destructible within range and turn it out. scripting stuff in prefabs is still hard.
//
lights = GetEntArray( "light_destructible", "targetname" );
if ( isSP() )// mp lacks noteworthy powers
{
lights2 = GetEntArray( "light_destructible", "script_noteworthy" );
lights = array_combine( lights, lights2 );
}
if ( !lights.size )
return;
shortest_distance = range * range;
the_light = undefined;
foreach ( light in lights )
{
dist = DistanceSquared( self.origin, light.origin );
if ( dist < shortest_distance )
{
the_light = light;
shortest_distance = dist;
}
}
if ( !isdefined( the_light ) )
return;
self.breakable_light = the_light;
}
break_nearest_light( range )
{
if ( !isdefined( self.breakable_light ) )
return;
self.breakable_light SetLightIntensity( 0 );
}
debug_radiusdamage_circle( center, radius, maxdamage, mindamage )
{
circle_sides = 16;
angleFrac = 360 / circle_sides;
// Z circle
circlepoints = [];
for ( i = 0; i < circle_sides; i++ )
{
angle = ( angleFrac * i );
xAdd = Cos( angle ) * radius;
yAdd = Sin( angle ) * radius;
x = center[ 0 ] + xAdd;
y = center[ 1 ] + yAdd;
z = center[ 2 ];
circlepoints[ circlepoints.size ] = ( x, y, z );
}
thread debug_circle_drawlines( circlepoints, 5.0, ( 1, 0, 0 ), center );
// X circle
circlepoints = [];
for ( i = 0; i < circle_sides; i++ )
{
angle = ( angleFrac * i );
xAdd = Cos( angle ) * radius;
yAdd = Sin( angle ) * radius;
x = center[ 0 ];
y = center[ 1 ] + xAdd;
z = center[ 2 ] + yAdd;
circlepoints[ circlepoints.size ] = ( x, y, z );
}
thread debug_circle_drawlines( circlepoints, 5.0, ( 1, 0, 0 ), center );
// Y circle
circlepoints = [];
for ( i = 0; i < circle_sides; i++ )
{
angle = ( angleFrac * i );
xAdd = Cos( angle ) * radius;
yAdd = Sin( angle ) * radius;
x = center[ 0 ] + yAdd;
y = center[ 1 ];
z = center[ 2 ] + xAdd;
circlepoints[ circlepoints.size ] = ( x, y, z );
}
thread debug_circle_drawlines( circlepoints, 5.0, ( 1, 0, 0 ), center );
// draw center and range with values
Print3d( center, maxdamage, ( 1, 1, 1 ), 1, 1, 100 );
Print3d( center + ( radius, 0, 0 ), mindamage, ( 1, 1, 1 ), 1, 1, 100 );
}
debug_circle_drawlines( circlepoints, duration, color, center )
{
Assert( IsDefined( center ) );
for ( i = 0; i < circlepoints.size; i++ )
{
start = circlepoints[ i ];
if ( i + 1 >= circlepoints.size )
end = circlepoints[ 0 ];
else
end = circlepoints[ i + 1 ];
thread debug_line( start, end, duration, color );
thread debug_line( center, start, duration, color );
}
}
debug_line( start, end, duration, color )
{
if ( !isdefined( color ) )
color = ( 1, 1, 1 );
for ( i = 0; i < ( duration * 20 ); i++ )
{
Line( start, end, color );
wait 0.05;
}
}
spotlight_tag_origin_cleanup( tag_origin )
{
tag_origin endon( "death" );
level waittill( "new_destructible_spotlight" );
tag_origin Delete();
}
spotlight_fizzles_out( action_v, eModel, damageType, partIndex, tag_origin )
{
level endon( "new_destructible_spotlight" );
thread spotlight_tag_origin_cleanup( tag_origin );
maxVal = action_v[ "spotlight_brightness" ];
//noself_func( "setsaveddvar", "r_spotlightbrightness", maxVal );
wait( RandomFloatRange( 2, 5 ) );
//IW6 code to make light fizzle/blink/fade goes here.
destructible_fx_think( action_v, eModel, damageType, partIndex );
level.destructible_spotlight Delete();
tag_origin Delete();
}
destructible_spotlight_think( action_v, eModel, damageType, partIndex )
{
// spotlights are MP only
if ( !isSP() )
return;
if ( !isdefined( self.breakable_light ) )
return;
emodel self_func( "startignoringspotLight" );
if ( !isdefined( level.destructible_spotlight ) )
{
level.destructible_spotlight = spawn_tag_origin();
fx = getfx( action_v[ "spotlight_fx" ] );
PlayFXOnTag( fx, level.destructible_spotlight, "tag_origin" );
}
//self.breakable_light thread maps\_debug::drawForwardForever( 200, (1,0,0) );
//level.destructible_spotlight thread maps\_debug::drawForwardForever( 200, (1,1,0) );
level notify( "new_destructible_spotlight" );
level.destructible_spotlight Unlink();
tag_origin = spawn_tag_origin();
tag_origin LinkTo( self, action_v[ "spotlight_tag" ], ( 0, 0, 0 ), ( 0, 0, 0 ) );
//eModel thread maps\_debug::drawTagForever( action_v[ "spotlight_tag" ] );
level.destructible_spotlight.origin = self.breakable_light.origin;
level.destructible_spotlight.angles = self.breakable_light.angles;
level.destructible_spotlight thread spotlight_fizzles_out( action_v, eModel, damageType, partIndex, tag_origin );
wait( 0.05 );// Wait for the spawned tag_origin to get to the right place before linking
if ( IsDefined( tag_origin ) )
{
// can be deleted during wait
level.destructible_spotlight LinkTo( tag_origin );
}
}
is_valid_damagetype( damageType, v, idx, groupNum )
{
valid_damagetype = undefined;
if ( IsDefined( v[ "fx_valid_damagetype" ] ) )
valid_damagetype = v[ "fx_valid_damagetype" ][ groupNum ][ idx ];
if ( !isdefined( valid_damagetype ) )
return true;
return IsSubStr( valid_damagetype, damageType );
}
destructible_sound_think( action_v, eModel, damageType, groupNum )
{
if ( isdefined( self.exploded ) )
return undefined; // Boon Nov 2012: This seems wrong. If there are no sounds defined, we lose our record of what group we're using?
if ( !isDefined( action_v[ "sound" ] ) )
return undefined;
if ( !isdefined( groupNum ) )
groupNum = 0;
// Boon Nov 2012: I don't think it should be compulsory to have a sound for every effect.
//assert( isDefined( action_v[ "sound" ][ groupNum ] ) );
if ( !IsDefined( action_v[ "sound" ][ groupNum ] ) )
return undefined;
for ( i = 0; i < action_v[ "sound" ][ groupNum ].size; i++ )
{
validSoundCause = self isValidSoundCause( "soundCause", action_v, i, damageType, groupNum );
if ( !validSoundCause )
continue;
soundAlias = action_v[ "sound" ][ groupNum ][ i ];
soundTagName = action_v[ "tagName" ]; //chad - dont think I need a groupnum index here, but now we probably can't support playing sounds on multiple tags within one group
eModel thread play_sound( soundAlias, soundTagName );
}
return groupNum;
}
destructible_fx_think( action_v, eModel, damageType, partIndex, groupNum )
{
if ( !isdefined( action_v[ "fx" ] ) )
return undefined;
if ( !isdefined( groupNum ) )
groupNum = randomInt( action_v[ "fx_filename" ].size );
if ( !isDefined( action_v[ "fx" ][ groupNum ] ) )
{
println( "^1destructible tried to use custom groupNum for FX but that group didn't exist" );
groupNum = randomInt( action_v[ "fx_filename" ].size );
}
assert( isDefined( action_v[ "fx" ][ groupNum ] ) );
fx_size = action_v[ "fx_filename" ][ groupNum ].size;
for ( idx = 0; idx < fx_size; idx++ )
{
if ( !is_valid_damagetype( damageType, action_v, idx, groupNum ) )
continue;
fx = action_v[ "fx" ][ groupNum ][ idx ];
if ( IsDefined( action_v[ "fx_tag" ][ groupNum ][ idx ] ) )
{
fx_tag = action_v[ "fx_tag" ][ groupNum ][ idx ];
self notify( "FX_State_Change" + partIndex );
if ( action_v[ "fx_useTagAngles" ][ groupNum ][ idx ] )
{
PlayFXOnTag( fx, eModel, fx_tag );
}
else
{
fxOrigin = eModel GetTagOrigin( fx_tag );
forward = ( fxOrigin + ( 0, 0, 100 ) ) - fxOrigin;
PlayFX( fx, fxOrigin, forward );
}
}
else
{
fxOrigin = eModel.origin;
forward = ( fxOrigin + ( 0, 0, 100 ) ) - fxOrigin;
PlayFX( fx, fxOrigin, forward );
}
}
return groupNum;
}
destructible_animation_think( action_v, eModel, damageType, partIndex )
{
if ( IsDefined( self.exploded ) )
return undefined;
if ( !isdefined( action_v[ "animation" ] ) )
return undefined;
if ( IsDefined( self.no_destructible_animation ) )
return undefined;
if ( IsDefined( action_v[ "randomly_flip" ] ) && !isdefined( self.script_noflip ) )
{
if ( cointoss() )
{
// flip it around for randomness
self.angles += ( 0, 180, 0 );
}
}
// this stuff is SP only
if ( IsDefined( action_v[ "spotlight_tag" ] ) )
{
thread destructible_spotlight_think( action_v, eModel, damageType, partIndex );
wait( 0.05 );
}
array = random( action_v[ "animation" ] );
animName = array[ "anim" ];
animTree = array[ "animTree" ];
groupNum = array[ "groupNum" ];
mpAnim = array[ "mpAnim" ];
maxStartDelay = array[ "maxStartDelay" ];
animRateMin = array[ "animRateMin" ];
animRateMax = array[ "animRateMax" ];
if ( !isdefined( animRateMin ) )
animRateMin = 1.0;
if ( !isdefined( animRateMax ) )
animRateMax = 1.0;
if ( animRateMin == animRateMax )
animRate = animRateMin;
else
animRate = RandomFloatRange( animRateMin, animRateMax );
vehicle_dodge_part_animation = array[ "vehicle_exclude_anim" ];
if ( self.code_classname == "script_vehicle" && vehicle_dodge_part_animation )
return undefined;
eModel self_func( "useanimtree", animTree );
animType = array[ "animType" ];
if ( !isdefined( self.animsApplied ) )
self.animsApplied = [];
self.animsApplied[ self.animsApplied.size ] = animName;
if ( IsDefined( self.exploding ) )
self clear_anims( eModel );
if ( IsDefined( maxStartDelay ) && maxStartDelay > 0 )
wait RandomFloat( maxStartDelay );
// Multiplayer animations work now
if ( !isSP() )
{
if ( IsDefined( mpAnim ) )
self self_func( "scriptModelPlayAnim", mpAnim );
return groupNum;
}
if ( animType == "setanim" )
{
eModel self_func( "setanim", animName, 1.0, 1.0, animRate );
return groupNum;
}
if ( animType == "setanimknob" )
{
eModel self_func( "setanimknob", animName, 1.0, 0, animRate );
return groupNum;
}
AssertMsg( "Tried to play an animation on a destructible with an invalid animType: " + animType );
return undefined;
}
clear_anims( eModel )
{
//clear all previously blended anims if the vehicle is exploding so the explosion doesn't have to blend with anything
if ( IsDefined( self.animsApplied ) )
{
foreach ( animation in self.animsApplied )
{
if ( isSP() )
eModel self_func( "clearanim", animation, 0 );
else
eModel self_func( "scriptModelClearAnim" );
}
}
}
init_destroyed_count()
{
level.destroyedCount = 0;
level.destroyedCountTimeout = 0.5;
if ( isSP() )
level.maxDestructions = 20;
else
level.maxDestructions = 2;
}
add_to_destroyed_count()
{
level.destroyedCount++;
wait( level.destroyedCountTimeout );
level.destroyedCount--;
Assert( level.destroyedCount >= 0 );
}
get_destroyed_count()
{
return( level.destroyedCount );
}
get_max_destroyed_count()
{
return( level.maxDestructions );
}
init_destructible_frame_queue()
{
level.destructibleFrameQueue = [];
}
add_destructible_to_frame_queue( destructible, partInfo, damage )
{
entNum = self GetEntityNumber();
if ( !isDefined( level.destructibleFrameQueue[ entNum ] ) )
{
level.destructibleFrameQueue[ entNum ] = SpawnStruct();
level.destructibleFrameQueue[ entNum ].entNum = entNum;
level.destructibleFrameQueue[ entNum ].destructible = destructible;
level.destructibleFrameQueue[ entNum ].totalDamage = 0;
level.destructibleFrameQueue[ entNum ].nearDistance = 9999999;
level.destructibleFrameQueue[ entNum ].fxCost = 0;
}
level.destructibleFrameQueue[ entNum ].fxCost += partInfo.v[ "fxcost" ];
level.destructibleFrameQueue[ entNum ].totalDamage += damage;
if ( partInfo.v[ "distance" ] < level.destructibleFrameQueue[ entNum ].nearDistance )
level.destructibleFrameQueue[ entNum ].nearDistance = partInfo.v[ "distance" ];
thread handle_destructible_frame_queue();
}
handle_destructible_frame_queue()
{
level notify( "handle_destructible_frame_queue" );
level endon( "handle_destructible_frame_queue" );
wait( 0.05 );
currentQueue = level.destructibleFrameQueue;
level.destructibleFrameQueue = [];
sortedQueue = sort_destructible_frame_queue( currentQueue );
for ( i = 0; i < sortedQueue.size; i++ )
{
if ( get_destroyed_count() < get_max_destroyed_count() )
{
if ( sortedQueue[ i ].fxCost )
thread add_to_destroyed_count();
sortedQueue[ i ].destructible notify( "queue_processed", true );
}
else
{
sortedQueue[ i ].destructible notify( "queue_processed", false );
}
}
}
sort_destructible_frame_queue( unsortedQueue )
{
sortedQueue = [];
foreach ( destructibleInfo in unsortedQueue )
sortedQueue[ sortedQueue.size ] = destructibleInfo;
// insertion sort
for ( i = 1; i < sortedQueue.size; i++ )
{
queueStruct = sortedQueue[ i ];
for ( j = i - 1; j >= 0 && get_better_destructible( queueStruct, sortedQueue[ j ] ) == queueStruct; j-- )
sortedQueue[ j + 1 ] = sortedQueue[ j ];
sortedQueue[ j + 1 ] = queueStruct;
}
return sortedQueue;
}
get_better_destructible( destructibleInfo1, destructibleInfo2 )
{
// this is very basic; we can also account for distance, fxcost, etc... if we need to
if ( destructibleInfo1.totalDamage > destructibleInfo2.totalDamage )
return destructibleInfo1;
else
return destructibleInfo2;
}
get_part_FX_cost_for_action_state( partIndex, actionStateIndex )
{
fxCost = 0;
if ( !isDefined( level.destructible_type[ self.destructibleInfo ].parts[ partIndex ][ actionStateIndex ] ) )
return fxCost;
action_v = level.destructible_type[ self.destructibleInfo].parts[ partIndex ][ actionStateIndex ].v;
if ( IsDefined( action_v[ "fx" ] ) )
{
foreach ( fxCostObj in action_v[ "fx_cost" ] )
{
foreach ( fxCostVal in fxCostObj )
fxCost += fxCostVal;
}
}
return fxCost;
}
// *************************************
// DOT - **TODO for iw6 move into seperate .gsc
// *************************************
initDOT( type )
{
AssertEx( IsDefined( type ), "Must specify a type of 'poision'" );
if ( !flag_exist( "FLAG_DOT_init" ) )
{
flag_init( "FLAG_DOT_init" );
//level._dots = [];
flag_set( "FLAG_DOT_init" );
}
type = ToLower( type );
switch ( type )
{
case "poison":
if ( !flag_exist( "FLAG_DOT_poison_init" ) )
{
flag_init( "FLAG_DOT_poison_init" );
flag_set( "FLAG_DOT_poison_init" );
}
break;
default:
AssertMsg( "Must specify a type of 'poison'" );
}
}
// Not sure if we will ever get support for this
//createDOT_sphere(){}
createDOT()
{
dot = SpawnStruct();
dot.ticks = [];
return dot;
}
createDOT_radius( origin, spawnflags, radius, height )
{
AssertEx( IsDefined( origin ), "Must specify a origin for the DOT" );
AssertEx( IsDefined( spawnflags ), "Must specify spawnflags for the DOT" );
AssertEx( IsDefined( radius ), "Must specify a radius for the DOT" );
AssertEx( IsDefined( height ), "Must specify a height for the DOT" );
dot = SpawnStruct();
dot.type = "trigger_radius";
dot.origin = origin;
dot.spawnflags = spawnflags;
dot.radius = radius;
dot.minRadius = radius;
dot.maxRadius = radius;
dot.height = height;
dot.ticks = [];
return dot;
}
// There is a code request for this ... so stubbing this in for now
/*
createDOT_rect( origin, spawnflags, length, width, height ){}
*/
/*
addDOT_radius( origin, spawnflags, radius, height )
{
AssertEx( IsDefined( origin ), "Must specify a origin for the DOT" );
AssertEx( IsDefined( spawnflags ), "Must specify spawnflags for the DOT" );
AssertEx( IsDefined( radius ), "Must specify a radius for the DOT" );
AssertEx( IsDefined( height ), "Must specify a height for the DOT" );
dot = SpawnStruct();
dot.origin = origin;
dot.spawnflags = spawnflags;
dot.radius = radius;
dot.minRadius = radius;
dot.maxRadius = radius;
dot.height = height;
dot.ticks = [];
self.dot = dot;
dot.parent = self;
return dot;
}
*/
setDOT_origin( origin )
{
AssertEx( IsDefined( origin ), "Must specify a origin" );
self.origin = origin;
}
setDOT_radius( minRadius, maxRadius )
{
// Check if this is a valid call for self
if ( IsDefined( self.classname ) && self.classname != "trigger_radius" )
AssertMsg( "You can only use setDOT_radius on trigger_radius" );
AssertEx( IsDefined( minRadius ), "Must define minRadius" );
if ( !IsDefined( maxRadius ) )
maxRadius = minRadius;
AssertEx( maxRadius >= minRadius, "maxRadius must be greater than minRadius" );
AssertEx( self.radius >= maxRadius, "radius on trigger must be greater than or equal to maxRadius" );
self.minRadius = minRadius;
self.maxRadius = maxRadius;
}
setDOT_height( minHeight, maxHeight )
{
// Check if this is a valid call for self
if ( IsDefined( self.classname ) && IsSubStr( self.classname, "trigger" ) )
AssertMsg( "You can only use setDOT_height on triggers" );
}
setDOT_onTick( delay, interval, duration, minDamage, maxDamage, falloff, type, affected )
{
if ( IsDefined( delay ) )
AssertEx( delay >= 0, "Must specify a delay >= 0" );
else
delay = 0;
AssertEx( IsDefined( interval ) && interval > 0 , "Must specify an interval > 0" );
AssertEx( IsDefined( duration ) && duration > 0, "Must specify a duration > 0" );
AssertEx( duration > interval, "duration must be > interval" );
AssertEx( IsDefined( minDamage ) && minDamage >= 0, "Must specify a minDamage >= 0" );
AssertEx( IsDefined( maxDamage ) && maxDamage > 0, "Must specify a maxDamage > 0" );
AssertEx( IsDefined( falloff ), "Must specify a falloff of 0 or 1" );
AssertEx( IsDefined( type ), "Must specify a type of 'normal' or 'poison'" );
AssertEx( IsDefined( affected ), "Must specify a type of 'player'" );
type = ToLower( type );
affected = ToLower( affected );
index = self.ticks.size;
self.ticks[ index ] = SpawnStruct();
self.ticks[ index ].enable = 0;
self.ticks[ index ].delay = delay;
self.ticks[ index ].interval = interval;
self.ticks[ index ].duration = duration;
self.ticks[ index ].minDamage = minDamage;
self.ticks[ index ].maxDamage = maxDamage;
switch ( falloff )
{
case 0:
case 1:
break;
default:
AssertMsg( "Must specify a falloff of 0 or 1" );
}
self.ticks[ index ].falloff = falloff;
self.ticks[ index ].startTime = 0;
switch ( type )
{
case "normal":
break;
case "poison":
switch( affected )
{
case "player":
self.ticks[ index ].type = type;
self.ticks[ index ].affected = affected;
self.ticks[ index ].onEnterFunc = ::onEnterDOT_poisonDamagePlayer;
self.ticks[ index ].onExitFunc = ::onExitDOT_poisonDamagePlayer;
self.ticks[ index ].onDeathFunc = ::onDeathDOT_poisonDamagePlayer;
break;
default:
AssertMsg( "Must specify the affected. Valid types are 'player'" );
}
break;
default:
AssertMsg( "Must specify a type. Valid types are 'normal' or 'poision'" );
}
}
/*
removeDOT_onTick( funcs ){}
*/
buildDOT_onTick( duration, affected )
{
AssertEx( IsDefined( duration ), "Must specify a duration > 0" );
AssertEx( IsDefined( affected ), "Must specify a type of 'player'" );
affected = ToLower( affected );
index = self.ticks.size;
self.ticks[ index ] = SpawnStruct();
self.ticks[ index ].duration = duration;
self.ticks[ index ].delay = 0;
self.ticks[ index ].onEnterFunc = ::onEnterDOT_buildFunc;
self.ticks[ index ].onExitFunc = ::onExitDOT_buildFunc;
self.ticks[ index ].onDeathFunc = ::onDeathDOT_buildFunc;
switch( affected )
{
case "player":
self.ticks[ index ].affected = affected;
break;
default:
AssertMsg( "Must specify the affected. Valid types are 'player'" );
}
}
buildDOT_startLoop( count )
{
AssertEx( IsDefined( count ), "Must specify a count >= 0" );
AssertEx( IsDefined( self.ticks ) && self.ticks.size >= 0, "Must call buildDOT_onTick first" );
index = self.ticks.size - 1;
if ( !IsDefined( self.ticks[ index ].statements ) )
self.ticks[ index ].statements = [];
statementIndex = self.ticks[ index ].statements.size;
self.ticks[ index ].statements = [];
self.ticks[ index ].statements[ "vars" ] = [];
self.ticks[ index ].statements[ "vars" ][ "count" ] = count;
}
buildDOT_damage( minDamage, maxDamage, falloff, damageFlag, meansOfDeath, weapon )
{
AssertEx( IsDefined( minDamage ), "" );
AssertEx( IsDefined( maxDamage ), "" );
AssertEx( IsDefined( falloff ), "" );
AssertEx( IsDefined( damageFlag ), "" );
AssertEx( IsDefined( meansOfDeath ), "" );
AssertEx( IsDefined( weapon ), "" );
AssertEx( IsDefined( self.ticks ), "Must call buildDOT_startLoop first" );
tickIndex = self.ticks.size - 1;
AssertEx( IsDefined( self.ticks[ tickIndex ] ) &&
IsDefined( self.ticks[ tickIndex ].statements ), "Must call buildDOT_startLoop first" );
if ( !IsDefined( self.ticks[ tickIndex ].statements[ "actions" ] ) )
self.ticks[ tickIndex ].statements[ "actions" ] = [];
actionIndex = self.ticks[ tickIndex ].statements[ "actions" ].size;
self.ticks[ tickIndex ].statements[ "actions" ][ actionIndex ] = [];
self.ticks[ tickIndex ].statements[ "actions" ][ actionIndex ][ "vars" ] = [ minDamage, maxDamage, falloff, damageFlag, meansOfDeath, weapon ];
self.ticks[ tickIndex ].statements[ "actions" ][ actionIndex ][ "func" ] = ::doBuildDOT_damage;
}
buildDOT_wait( time )
{
AssertEx( IsDefined( time ), "Must specify time >= 0" );
AssertEx( IsDefined( self.ticks ), "Must call buildDOT_startLoop first" );
tickIndex = self.ticks.size - 1;
AssertEx( IsDefined( self.ticks[ tickIndex ] ) &&
IsDefined( self.ticks[ tickIndex ].statements ), "Must call buildDOT_startLoop first" );
if ( !IsDefined( self.ticks[ tickIndex ].statements[ "actions" ] ) )
self.ticks[ tickIndex ].statements[ "actions" ] = [];
actionIndex = self.ticks[ tickIndex ].statements[ "actions" ].size;
self.ticks[ tickIndex ].statements[ "actions" ][ actionIndex ] = [];
self.ticks[ tickIndex ].statements[ "actions" ][ actionIndex ][ "vars" ] = [ time ];
self.ticks[ tickIndex ].statements[ "actions" ][ actionIndex ][ "func" ] = ::doBuildDOT_wait;
}
onEnterDOT_buildFunc( idx, trigger )
{
AssertEx( IsDefined( idx ), "Must specify an index for this function" );
AssertEx( IsDefined( trigger ), "trying to run tick function on DOT that has been removed or is undefined" );
entNum = trigger GetEntityNumber();
trigger endon( "death" );
trigger endon( "LISTEN_kill_tick_" + idx + "_" + entNum );
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self endon( "LISTEN_exit_dot_" + entNum );
entNum = undefined;
statements = trigger.ticks[ idx ].statements;
if ( !IsDefined( statements ) ||
!IsDefined( statements[ "vars" ] ) ||
!IsDefined( statements[ "vars" ][ "count" ] ) ||
!IsDefined( statements[ "actions" ] ) )
return;
count = statements[ "vars" ][ "count" ];
actions = statements[ "actions" ];
statements = undefined;
// count = 0 runs loop forever
// count >= 1 runs the loop count number of times
for ( i = 1; i <= count || count == 0; i-- )
{
foreach ( action in actions )
{
vars = action[ "vars" ];
func = action[ "func" ];
self [[ func ]]( idx, trigger, vars );
}
}
}
onExitDOT_buildFunc( idx, trigger )
{
entNum = trigger GetEntityNumber();
playerNum = self GetEntityNumber();
trigger notify( "LISTEN_kill_tick_" + idx + "_" + entNum + "_" + playerNum );
}
onDeathDOT_buildFunc( idx, trigger ){}
doBuildDOT_damage( idx, trigger, vars )
{
AssertEx( IsDefined( idx ), "Must specify an index >= 0" );
AssertEx( IsDefined( trigger ), "Must specify a trigger" );
AssertEx( IsDefined( vars ), "Must specify vars" );
minDamage = vars[ 0 ];
maxDamage = vars[ 1 ];
falloff = vars[ 2 ];
damageFlag = vars[ 3 ];
meansOfDeath = vars[ 4 ];
weapon = vars[ 5 ];
self thread [[ level.callbackPlayerDamage ]](
trigger, // eInflictor The entity that causes the damage.( e.g. a turret )
trigger, // eAttacker The entity that is attacking.
maxDamage, // iDamage Integer specifying the amount of damage done
damageFlag, // iDFlags Integer specifying flags that are to be applied to the damage
meansOfDeath, // sMeansOfDeath Integer specifying the method of death
weapon, // sWeapon The weapon number of the weapon used to inflict the damage
trigger.origin, // vPoint The point the damage is from?
( 0,0,0 ) - trigger.origin,// vDir The direction of the damage
"none", // sHitLoc The location of the hit
0 // psOffsetTime The time offset for the damage
);
}
doBuildDOT_wait( idx, trigger, vars )
{
AssertEx( IsDefined( idx ), "Must specify an index >= 0" );
AssertEx( IsDefined( trigger ), "Must specify a trigger" );
AssertEx( IsDefined( vars ), "Must specify vars" );
entNum = trigger GetEntityNumber();
playerNum = self GetEntityNumber();
trigger endon( "death" );
trigger endon( "LISTEN_kill_tick_" + idx + "_" + entNum );
trigger notify( "LISTEN_kill_tick_" + idx + "_" + entNum + "_" + playerNum );
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self endon( "LISTEN_exit_dot_" + entNum );
entNum = undefined;
playerNum = undefined;
wait vars[ 0 ];
}
startDOT_group( dots )
{
AssertEx( IsDefined( dots ), "Must specify an array of dots to start" );
triggers = [];
foreach ( dot in dots )
{
// Spawn the appropriate dot.type aka trigger
trigger = undefined;
switch ( dot.type )
{
case "trigger_radius":
trigger = Spawn( "trigger_radius", dot.origin, dot.spawnflags, dot.radius, dot.height );
AssertEx( IsDefined( trigger ), "Could not spawn a trigger, too many entities" );
trigger.minRadius = dot.minRadius;
trigger.maxRadius = dot.maxRadius;
trigger.ticks = dot.ticks;
triggers[ triggers.size ] = trigger;
break;
default:
AssertMsg( ".type for DOT is not supported" );
}
// Link to parent if it was defined
if ( IsDefined( dot.parent ) )
{
trigger LinkTo( dot.parent );
dot.parent.dot = trigger;
}
ticks = trigger.ticks;
// Initialize ticks
foreach ( tick in ticks )
tick.startTime = GetTime();
foreach ( tick in ticks )
if ( !tick.delay )
tick.enable = 1;
// Check if there is a tick on player
foreach ( tick in ticks )
{
if ( IsSubStr( tick.affected, "player" ) )
{
trigger.onPlayer = 1;
break;
}
}
}
// Populate a group list for each trigger. Exclude self from list
foreach ( trigger in triggers )
{
trigger.DOT_group = [];
foreach ( _trigger in triggers )
{
if ( trigger == _trigger )
continue;
trigger.DOT_group[ trigger.DOT_group.size ] = _trigger;
}
}
// Start DOT on player
foreach ( trigger in triggers )
if ( trigger.onPlayer )
trigger thread startDOT_player();
// Monitor DOTs
foreach ( trigger in triggers )
trigger thread monitorDOT();
}
startDOT_player()
{
self thread triggerTouchThink( ::onEnterDOT_player, ::onExitDOT_player );
}
// Check to see when we should delete a DOT
monitorDOT()
{
startTime = GetTime();
for ( ; IsDefined( self ); wait 0.05 )
{
foreach ( i, tick in self.ticks )
{
if ( IsDefined( tick ) && GetTime() - startTime >= tick.duration * 1000 )
{
entNum = self GetEntityNumber();
self notify( "LISTEN_kill_tick_" + i + "_" + entNum );
self.ticks[ i ] = undefined;
}
}
if ( !self.ticks.size )
break;
}
if ( IsDefined( self ) )
{
foreach ( tick in self.ticks )
self [[ tick.onDeathFunc ]]();
self notify( "death" );
self Delete();
}
}
onEnterDOT_player( trigger )
{
Assert( IsDefined( trigger ) );
entNum = trigger GetEntityNumber();
self notify( "LISTEN_enter_dot_" + entNum );
foreach ( i, tick in trigger.ticks )
if ( !tick.enable )
self thread doDOT_delayFunc( i, trigger, tick.delay, tick.onEnterFunc );
foreach ( i, tick in trigger.ticks )
if ( tick.enable && tick.affected == "player" )
self thread [[ tick.onEnterFunc ]]( i, trigger );
}
onExitDOT_player( trigger )
{
Assert( IsDefined( trigger ) );
entNum = trigger GetEntityNumber();
self notify( "LISTEN_exit_dot_" + entNum );
foreach ( i, tick in trigger.ticks )
if ( tick.enable && tick.affected == "player" )
self thread [[ tick.onExitFunc ]]( i, trigger );
}
doDOT_delayFunc( idx, trigger, delay, func )
{
Assert( IsDefined( trigger ) );
entNum = trigger GetEntityNumber();
playerNum = self GetEntityNumber();
trigger endon( "LISTEN_kill_tick_" + idx + "_" + entNum + "_" + playerNum );
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self notify( "LISTEN_exit_dot_" + entNum );
entNum = undefined;
playerNum = undefined;
wait delay;
self thread [[ func ]]( idx, trigger );
}
/*
soundWatcher( entNum )
{
Assert( IsDefined( entNum ) );
self waittill_any( "death", "LISTEN_exit_dot_ + entNum );
self StopLoopSound();
}
*/
// This is a predefined DOT function
onEnterDOT_poisonDamagePlayer( idx, trigger )
{
AssertEx( IsDefined( idx ), "Must specify an index for this function" );
AssertEx( IsDefined( trigger ), "trying to run tick function on DOT that has been removed or is undefined" );
entNum = trigger GetEntityNumber();
playerNum = self GetEntityNumber();
trigger endon( "death" );
trigger endon( "LISTEN_kill_tick_" + idx + "_" + entNum );
trigger endon( "LISTEN_kill_tick_" + idx + "_" + entNum + "_" + playerNum );
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self endon( "LISTEN_exit_dot_" + entNum );
// Setup vars to keep track of number times player has been damaged by the trigger
// For now this damage function is almost the same as the maps\mp\_radiatoin::radiationEffect
if ( !IsDefined( self.onEnterDOT_poisonDamageCount ) )
self.onEnterDOT_poisonDamageCount = [];
if ( !IsDefined( self.onEnterDOT_poisonDamageCount[ idx ] ) )
self.onEnterDOT_poisonDamageCount[ idx ] = [];
self.onEnterDOT_poisonDamageCount[ idx ][ entNum ] = 0;
//self thread soundWatcher( entNum );
damageMultiplier = ter_op( isSP(), 1.5, 1 );
for ( ; IsDefined( trigger ) && IsDefined( trigger.ticks[ idx ] ); wait trigger.ticks[ idx ].interval )
{
self.onEnterDOT_poisonDamageCount[ idx ][ entNum ]++;
switch ( self.onEnterDOT_poisonDamageCount[ idx ][ entNum ] )
{
case 1:
self ViewKick( 1, self.origin );
break;
case 3:
self ShellShock( "mp_radiation_low", 4 );
//self ViewKick( 3, self.origin );
self doDOT_poisonDamage( trigger, damageMultiplier * 2 );
break;
case 4:
self ShellShock( "mp_radiation_med", 5 );
//self ViewKick( 15, self.origin );
self thread doDOT_poisonBlackout( idx, trigger );
self doDOT_poisonDamage( trigger, damageMultiplier * 2 );
break;
case 6:
self ShellShock( "mp_radiation_high", 5 );
//self ViewKick( 75, self.origin );
self doDOT_poisonDamage( trigger, damageMultiplier * 2 );
break;
case 8:
self ShellShock( "mp_radiation_high", 5 );
//self ViewKick( 127, self.origin );
self doDOT_poisonDamage( trigger, damageMultiplier * 500 );
break;
}
}
}
onExitDOT_poisonDamagePlayer( idx, trigger )
{
AssertEx( IsDefined( idx ), "Must specify an index for this function" );
AssertEx( IsDefined( trigger ), "trying to run tick function on DOT that has been removed or is undefined" );
entNum = trigger GetEntityNumber();
playerNum = self GetEntityNumber();
overlays = self.onEnterDOT_poisonDamageOverlay;
if ( IsDefined( overlays ) )
{
foreach ( i, _ in overlays )
{
if ( IsDefined( overlays[ i ] ) &&
IsDefined( overlays[ i ][ entNum ] ) )
{
overlays[ i ][ entNum ] thread doDOT_fadeOutBlackOut( 0.1, 0 );
}
}
}
trigger notify( "LISTEN_kill_tick_" + idx + "_" + entNum + "_" + playerNum );
}
onDeathDOT_poisonDamagePlayer()
{
entNum = self GetEntityNumber();
foreach ( player in level.players )
{
overlays = player.onEnterDOT_poisonDamageOverlay;
if ( IsDefined( overlays ) )
{
foreach ( i, _ in overlays )
{
if ( IsDefined( overlays[ i ] ) &&
IsDefined( overlays[ i ][ entNum ] ) )
{
overlays[ i ][ entNum ] thread doDOT_fadeOutBlackOutAndDestroy();
}
}
}
}
}
doDOT_poisonDamage( trigger, damage )
{
if ( isSP() )
{/*
self doDamage(
damage, // iDamage Integer specifying the amount of damage done
self.origin, // vPoint The point the damage is from?
self, // eAttacker The entity that is attacking.
self // eInflictor The entity that causes the damage.( e.g. a turret )
);*/
}
else
{
self thread [[ level.callbackPlayerDamage ]](
trigger, // eInflictor The entity that causes the damage.( e.g. a turret )
trigger, // eAttacker The entity that is attacking.
damage, // iDamage Integer specifying the amount of damage done
0, // iDFlags Integer specifying flags that are to be applied to the damage
"MOD_SUICIDE", // sMeansOfDeath Integer specifying the method of death
"claymore_mp", // sWeapon The weapon number of the weapon used to inflict the damage
trigger.origin, // vPoint The point the damage is from?
( 0,0,0 ) - trigger.origin,// vDir The direction of the damage
"none", // sHitLoc The location of the hit
0 // psOffsetTime The time offset for the damage
);
}
}
doDOT_poisonBlackout( idx, trigger )
{
AssertEx( IsDefined( idx ), "Must specify an index for this function" );
AssertEx( IsDefined( trigger ), "trying to run tick function on DOT that has been removed or is undefined" );
entNum = trigger GetEntityNumber();
playerNum = self GetEntityNumber();
trigger endon( "death" );
trigger endon( "LISTEN_kill_tick_" + idx + "_" + entNum );
trigger endon( "LISTEN_kill_tick_" + idx + "_" + entNum + "_" + playerNum );
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self endon( "LISTEN_exit_dot_" + entNum );
if ( !IsDefined( self.onEnterDOT_poisonDamageOverlay ) )
self.onEnterDOT_poisonDamageOverlay = [];
if ( !IsDefined( self.onEnterDOT_poisonDamageOverlay[ idx ] ) )
self.onEnterDOT_poisonDamageOverlay[ idx ] = [];
if ( !IsDefined( self.onEnterDOT_poisonDamageOverlay[ idx ][ entNum ] ) )
{
overlay = NewClientHudElem( self );
overlay.x = 0;
overlay.y = 0;
overlay.alignX = "left";
overlay.alignY = "top";
overlay.horzAlign = "fullscreen";
overlay.vertAlign = "fullscreen";
overlay.alpha = 0;
overlay SetShader( "black", 640, 480 );
self.onEnterDOT_poisonDamageOverlay[ idx ][ entNum ] = overlay;
}
overlay = self.onEnterDOT_poisonDamageOverlay[ idx ][ entNum ];
min_length = 1;
max_length = 2;
min_alpha = .25;
max_alpha = 1;
min_percent = 5;
max_percent = 100;
fraction = 0;
for ( ;; )
{
while ( self.onEnterDOT_poisonDamageCount[ idx ][ entNum ] > 1 )
{
percent_range = max_percent - min_percent;
fraction = ( self.onEnterDOT_poisonDamageCount[ idx ][ entNum ] - min_percent ) / percent_range;
if ( fraction < 0 )
fraction = 0;
else if ( fraction > 1 )
fraction = 1;
length_range = max_length - min_length;
length = min_length + ( length_range * ( 1 - fraction ) );
alpha_range = max_alpha - min_alpha;
alpha = min_alpha + ( alpha_range * fraction );
end_alpha = fraction * 0.5;
if ( fraction == 1 )
break;
duration = length / 2;
overlay doDOT_fadeInBlackOut( duration, alpha );
overlay doDOT_fadeOutBlackOut( duration, end_alpha );
wait( fraction * 0.5 );
}
if ( fraction == 1 )
break;
if ( overlay.alpha != 0 )
overlay doDOT_fadeOutBlackOut( 1, 0 );
wait 0.05;
}
overlay doDOT_fadeInBlackOut( 2, 0 );
}
doDOT_fadeInBlackOut( duration, alpha )
{
self fadeOverTime( duration );
self.alpha = alpha;
alpha = undefined;
wait duration;
}
doDOT_fadeOutBlackOut( duration, alpha )
{
self fadeOverTime( duration );
self.alpha = alpha;
alpha = undefined;
wait duration;
}
doDOT_fadeOutBlackOutAndDestroy( duration, alpha )
{
self fadeOverTime( duration );
self.alpha = alpha;
alpha = undefined;
wait duration;
self Destroy();
}
triggerTouchThink( enterFunc, exitFunc )
{
level endon( "game_ended" );
self endon ( "death" );
self.entNum = self GetEntityNumber();
for ( ; ; )
{
self waittill( "trigger", player );
if ( !isPlayer( player ) && !isDefined( player.finished_spawning ) )
continue;
if ( !isAlive( player ) )
continue;
if ( !isDefined( player.touchTriggers[ self.entNum ] ) )
player thread playerTouchTriggerThink( self, enterFunc, exitFunc );
}
}
// This is modified ver of _dynamic_world::playerTouchTriggerThink
playerTouchTriggerThink( trigger, enterFunc, exitFunc )
{
trigger endon( "death" );
if ( !isPlayer( self ) )
self endon( "death" );
if ( !isSP() )
touchName = self.guid; // generate GUID
else
touchName = "player" + gettime(); // generate GUID
trigger.touchList[ touchName ] = self;
if ( isDefined( trigger.moveTracker ) )
self.moveTrackers++ ;
trigger notify( "trigger_enter", self );
self notify( "trigger_enter", trigger );
// Check if player is already touching a trigger belonging to a DOT group
doEnterExitFunc = true;
foreach ( trig in trigger.DOT_group )
foreach ( _trig in self.touchTriggers )
if ( trig == _trig )
doEnterExitFunc = false;
if ( doEnterExitFunc && IsDefined( enterFunc ) )
self thread [[ enterFunc ]]( trigger );
self.touchTriggers[ trigger.entNum ] = trigger;
// Do some extra checks to see if the player is touching any other trigger in the same group
while ( IsAlive( self ) && ( isSP() || !level.gameEnded ) )
{
touchingTrigger = true;
if ( self IsTouching( trigger ) )
wait 0.05;
else
{
if ( !trigger.DOT_group.size )
touchingTrigger = false;
foreach ( trig in trigger.DOT_group )
{
if ( self IsTouching( trig ) )
{
wait 0.05;
break;
}
else
{
touchingTrigger = false;
}
}
}
if ( !touchingTrigger )
break;
}
// disconnected player will skip this code
if ( isDefined( self ) )
{
self.touchTriggers[ trigger.entNum ] = undefined;
if ( isDefined( trigger.moveTracker ) )
self.moveTrackers -- ;
self notify( "trigger_leave", trigger );
if ( doEnterExitFunc && IsDefined( exitFunc ) )
self thread [[ exitFunc ]]( trigger );
}
if ( !isSP() && level.gameEnded )
return;
trigger.touchList[ touchName ] = undefined;
trigger notify( "trigger_leave", self );
if ( !anythingTouchingTrigger( trigger ) )
trigger notify( "trigger_empty" );
}
anythingTouchingTrigger( trigger )
{
return( trigger.touchList.size );
}
get_precached_anim( animname )
{
println( animname );
assertEX( isdefined( level._destructible_preanims ) && isdefined( level._destructible_preanims[ animname ] ),"Can't find destructible anim: "+animname+" check the Build Precache Scripts and Repackage Zone boxes In launcher when you compile your map. " );
return level._destructible_preanims[ animname ];
}
get_precached_animtree( animname )
{
println( animname );
AssertEX( Isdefined( level._destructible_preanimtree ) && Isdefined( level._destructible_preanimtree[ animname ] ),"Can't find destructible anim tree: "+animname+" check the Build Precache Scripts and Repackage Zone boxes In launcher when you compile your map. " );
return level._destructible_preanimtree[ animname ];
}