2024-12-11 11:28:08 +01:00

272 lines
8.1 KiB
Plaintext

#include common_scripts\utility;
#include common_scripts\_fx;
#include common_scripts\_createfx;
#include maps\mp\_utility;
#include maps\mp\_createfx;
/*
****************************************************************************************************************
OneShotfx: Fires an effect once.
maps\mp\_fx::OneShotfx( effectname, (x y z), predelay);
Example:
maps\mp\_fx::OneShotfx(level.medFire, // Medium fire effect
(-701, -18361, 148), // Origin
5); // Wait 5 seconds before doing effect
****************************************************************************************************************
****************************************************************************************************************
Loopfx: Loops an effect with a waittime.
maps\mp\_fx::loopfx( effectname, (x y z), delay_between_shots);
Example:
maps\mp\_fx::loopfx(level.medFire, // Medium fire effect
(-701, -18361, 148), // Origin
0.3); // Wait 0.3 seconds between shots
****************************************************************************************************************
****************************************************************************************************************
GunFireLoopfx: Simulates bursts of fire.
maps\mp\_fx::gunfireloopfx(fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax)
Example:
maps\mp\_fx::gunfireloopfx (level.medFire, // Medium fire effect
(-701, -18361, 148), // Origin
10, 15, // 10 to 15 shots
0.1, 0.3, // 0.1 to 0.3 seconds between shots
2.5, 9); // 2.5 to 9 seconds between sets of shots.
****************************************************************************************************************
****************************************************************************************************************
GrenadeExplosionfx: Creates a grenade explosion with view jitter.
maps\mp\_fx::GrenadeExplosionfx((x y z));
Example:
maps\mp\_fx::GrenadeExplosionfx( (-701, -18361, 148) ); // origin
****************************************************************************************************************
*/
script_print_fx()
{
if ( ( !isdefined( self.script_fxid ) ) || ( !isdefined( self.script_fxcommand ) ) || ( !isdefined( self.script_delay ) ) )
{
println( "Effect at origin ", self.origin, " doesn't have script_fxid/script_fxcommand/script_delay" );
self delete();
return;
}
if ( isdefined( self.target ) )
org = getent( self.target ).origin;
else
org = "undefined";
// println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin);
if ( self.script_fxcommand == "OneShotfx" )
println( "maps\mp\_fx::OneShotfx(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" );
if ( self.script_fxcommand == "loopfx" )
println( "maps\mp\_fx::LoopFx(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" );
if ( self.script_fxcommand == "loopsound" )
println( "maps\mp\_fx::LoopSound(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" );
}
GrenadeExplosionfx( pos )
{
playfx( level._effect[ "mechanical explosion" ], pos );
earthquake( 0.15, 0.5, pos, 250 );
// TODO: Add explosion effect and view jitter
// println("The script command grenadeExplosionEffect has been removed. maps\\mp\\_fx::GrenadeExplosionfx must be set up to make an effect and jitter the view.");
}
soundfx( fxId, fxPos, endonNotify )
{
org = spawn( "script_origin", ( 0, 0, 0 ) );
org.origin = fxPos;
org playloopsound( fxId );
if ( isdefined( endonNotify ) )
org thread soundfxDelete( endonNotify );
/*
ent = level thread createfx_showOrigin ( fxId, fxPos, undefined, undefined, "soundfx" );
ent.delay = 0;
ent endon ("effect deleted");
ent.soundfx = org;
*/
}
soundfxDelete( endonNotify )
{
level waittill( endonNotify );
self delete();
}
func_glass_handler()
{
// FuncGlassIndex [ Index ]
// FuncGlassDecals [ Glass Index ] [ Attached SINGLE Decal ]
// Funcglass.Targetname == Decal.Script_noteworthy
funcglass_indexies = [];
funcglass_decals = [];
temp_decals = GetEntArray("vfx_custom_glass","targetname");
foreach ( decal in temp_decals)
{
if (IsDefined(decal.script_noteworthy))
{
attached_glass = GetGlass(decal.script_noteworthy);
if (IsDefined (attached_glass))
{
funcglass_decals[attached_glass] = decal;
funcglass_indexies[funcglass_indexies.size] = attached_glass;
}
}
}
funcglass_alive_count = funcglass_indexies.size;
funcglass_count = funcglass_indexies.size;
// Run up to 5 times on each frame, avoid too much going on
max_iterations = 5;
current_index = 0;
while(funcglass_alive_count!=0)
{
max_index = current_index+max_iterations-1;
if (max_index > funcglass_count)
max_index = funcglass_count;
if (current_index ==funcglass_count)
current_index = 0;
for (; current_index < max_index ; current_index++ )
{
glass_index = funcglass_indexies[current_index];
decal = funcglass_decals[glass_index];
// Decal is defined, glass isn't destroyed yet (here)
if (IsDefined(decal))
{
// Glass is destroyed in the world
if (IsGlassDestroyed(glass_index))
{
decal delete();
funcglass_alive_count--;
funcglass_decals[glass_index] = undefined;
}
}
}
wait(.05);
}
}
/*rainfx( fxId, fxId2, fxPos )
{
org = spawn( "script_origin", ( 0, 0, 0 ) );
org.origin = fxPos;
org thread rainLoop( fxId, fxId2 );
//ent = level thread createfx_showOrigin( fxId, fxPos, undefined, undefined, "rainfx", undefined, fxId2 );
//ent.delay = 0;
//ent endon ("effect deleted");
//ent.soundfx = org;
}
rainLoop( hardRain, lightRain )
{
// org playloopsound (fxId);
self endon( "death" );
blend = spawn( "sound_blend", ( 0.0, 0.0, 0.0 ) );
blend.origin = self.origin;
self thread blendDelete( blend );
blend2 = spawn( "sound_blend", ( 0.0, 0.0, 0.0 ) );
blend2.origin = self.origin;
self thread blendDelete( blend2 );
// lerp of 0 will play _null only
blend setSoundBlend( lightRain + "_null", lightRain, 0 );
blend2 setSoundBlend( hardRain + "_null", hardRain, 1 );
rain = "hard";
blendTime = undefined;
for ( ;; )
{
level waittill( "rain_change", change, blendTime );
blendTime *= 20;// internal framerate
assert( change == "hard" || change == "light" || change == "none" );
assert( blendtime > 0 );
if ( change == "hard" )
{
if ( rain == "none" )
{
blendTime *= 0.5;// gotta do 2 blends to go from none to hard
for ( i = 0;i < blendtime;i++ )
{
blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime );
wait( 0.05 );
}
rain = "light";
}
if ( rain == "light" )
{
for ( i = 0;i < blendtime;i++ )
{
blend setSoundBlend( lightRain + "_null", lightRain, 1 - ( i / blendtime ) );
blend2 setSoundBlend( hardRain + "_null", hardRain, i / blendtime );
wait( 0.05 );
}
}
}
if ( change == "none" )
{
if ( rain == "hard" )
{
blendTime *= 0.5;// gotta do 2 blends to go from hard to none
for ( i = 0;i < blendtime;i++ )
{
blend setSoundBlend( lightRain + "_null", lightRain, ( i / blendtime ) );
blend2 setSoundBlend( hardRain + "_null", hardRain, 1 - ( i / blendtime ) );
wait( 0.05 );
}
rain = "light";
}
if ( rain == "light" )
{
for ( i = 0;i < blendtime;i++ )
{
blend setSoundBlend( lightRain + "_null", lightRain, 1 - ( i / blendtime ) );
wait( 0.05 );
}
}
}
if ( change == "light" )
{
if ( rain == "none" )
{
for ( i = 0;i < blendtime;i++ )
{
blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime );
wait( 0.05 );
}
}
if ( rain == "hard" )
{
for ( i = 0;i < blendtime;i++ )
{
blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime );
blend2 setSoundBlend( hardRain + "_null", hardRain, 1 - ( i / blendtime ) );
wait( 0.05 );
}
}
}
rain = change;
}
}*/
blendDelete( blend )
{
self waittill( "death" );
blend delete();
}