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

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#include common_scripts\utility;
#include common_scripts\_createfx;
CONST_MAX_SP_CREATEFX = 1500;
CONST_MAX_SP_CREATESOUND = 384;
initFX()
{
if ( !isdefined( level.func ) )
level.func = [];
if ( !isdefined( level.func[ "create_triggerfx" ] ) )
level.func[ "create_triggerfx" ] = ::create_triggerfx;
if ( !IsDefined( level._fx ) )
level._fx = SpawnStruct();
create_lock( "createfx_looper", 20 );
level.fxfireloopmod = 1;
// wrapper for the exploder function so we dont have to use flags and do ifs/waittills on every exploder call
level._fx.exploderFunction = common_scripts\_exploder::exploder_before_load;
waittillframeend;// Wait one frame so the effects get setup by the maps fx thread
waittillframeend;// Wait another frame so effects can be loaded based on start functions. Without this FX are initialiazed before they are defined by start functions.
level._fx.exploderFunction = common_scripts\_exploder::exploder_after_load;
level._fx.server_culled_sounds = false;
if ( GetDvarInt( "serverCulledSounds" ) == 1 )
level._fx.server_culled_sounds = true;
if ( level.createFX_enabled )
level._fx.server_culled_sounds = false;
/#
SetDevDvarIfUninitialized( "scr_map_exploder_dump", 0 );
SetDevDvarIfUninitialized( "createfx_removedupes", 0 );
if ( GetDvarInt( "r_reflectionProbeGenerate" ) == 1 )
level._fx.server_culled_sounds = true;
#/
// Give createfx_common time to delete triggers to free up entity slots.
if ( level.createFX_enabled )
{
level waittill( "createfx_common_done" );
}
/#
remove_dupes();
#/
for ( i = 0; i < level.createFXent.size; i++ )
{
ent = level.createFXent[ i ];
ent set_forward_and_up_vectors();
switch ( ent.v[ "type" ] )
{
case "loopfx":
ent thread loopfxthread();
break;
case "oneshotfx":
ent thread oneshotfxthread();
break;
case "soundfx":
ent thread create_loopsound();
break;
case "soundfx_interval":
ent thread create_interval_sound();
break;
case "reactive_fx":
ent add_reactive_fx();
break;
}
}
check_createfx_limit();
}
remove_dupes()
{
/#
if ( GetDvarInt( "createfx_removedupes" ) == 0 )
return;
new_ents = [];
for ( i = 0; i < level.createFXent.size; i++ )
{
add_ent = true;
i_ent = level.createFXent[ i ];
for ( j = i + 1; j < level.createFXent.size; j++ )
{
j_ent = level.createFXent[ j ];
if ( j_ent.v[ "type" ] == i_ent.v[ "type" ] )
{
if ( j_ent.v[ "origin" ] == i_ent.v[ "origin" ] )
{
println( "^3--REMOVING DUPE'D " + j_ent.v[ "type" ] + " AT " + j_ent.v[ "origin" ] );
add_ent = false;
}
}
}
if ( add_ent )
new_ents[ new_ents.size ] = i_ent;
}
level.createFXent = new_ents;
#/
}
check_createfx_limit()
{
/#
if ( !isSP() )
{
return;
}
fx_count = 0;
sound_count = 0;
foreach ( ent in level.createFXent )
{
if ( is_createfx_type( ent, "fx" ) )
fx_count++;
else if ( is_createfx_type( ent, "sound" ) )
sound_count++;
}
println( "^5Total CreateFX FX Ents: " + fx_count );
println( "^5Total CreateFX SOUND Ents: " + sound_count );
check_limit_type( "fx", fx_count );
check_limit_type( "sound", sound_count );
#/
}
check_limit_type( type, count )
{
/#
limit = undefined;
if ( type == "fx" )
{
limit = CONST_MAX_SP_CREATEFX;
}
else if ( type == "sound" )
{
limit = CONST_MAX_SP_CREATESOUND;
}
if ( count > limit )
AssertMsg( "CREATEFX: You have too many " + type + " createFX ents. You need to reduce the amount.\nYou have " + count + " and the limit is " + limit );
#/
}
print_org( fxcommand, fxId, fxPos, waittime )
{
if ( GetDvar( "debug" ) == "1" )
{
println( "{" );
println( "\"origin\" \"" + fxPos[ 0 ] + " " + fxPos[ 1 ] + " " + fxPos[ 2 ] + "\"" );
println( "\"classname\" \"script_model\"" );
println( "\"model\" \"fx\"" );
println( "\"script_fxcommand\" \"" + fxcommand + "\"" );
println( "\"script_fxid\" \"" + fxId + "\"" );
println( "\"script_delay\" \"" + waittime + "\"" );
println( "}" );
}
}
OneShotfx( fxId, fxPos, waittime, fxPos2 )
{
// level thread print_org ("OneShotfx", fxId, fxPos, waittime);
// level thread OneShotfxthread (fxId, fxPos, waittime, fxPos2);
}
exploderfx( num, fxId, fxPos, waittime, fxPos2, fireFx, fireFxDelay, fireFxSound, fxSound, fxQuake, fxDamage, soundalias, repeat, delay_min, delay_max, damage_radius, fireFxTimeout, exploder_group )
{
if ( 1 )
{
ent = createExploder( fxId );
ent.v[ "origin" ] = fxPos;
ent.v[ "angles" ] = ( 0, 0, 0 );
if ( isdefined( fxPos2 ) )
ent.v[ "angles" ] = vectortoangles( fxPos2 - fxPos );
ent.v[ "delay" ] = waittime;
ent.v[ "exploder" ] = num;
if (isdefined(level.createFXexploders))
{ // if we're using the optimized lookup, add it in the proper place
ary = level.createFXexploders[ ent.v[ "exploder" ] ];
if (!isdefined(ary))
ary = [];
ary[ary.size] = ent;
level.createFXexploders[ ent.v[ "exploder" ] ] = ary;
}
// deprecated
return;
}
fx = spawn( "script_origin", ( 0, 0, 0 ) );
// println ("total ", getentarray ("script_origin","classname").size);
fx.origin = fxPos;
fx.angles = vectortoangles( fxPos2 - fxPos );
// fx.targetname = "exploder";
fx.script_exploder = num;
fx.script_fxid = fxId;
fx.script_delay = waittime;
fx.script_firefx = fireFx;
fx.script_firefxdelay = ( fireFxDelay );// for awhile the script exported strings for this value so we cast it to float
fx.script_firefxsound = fireFxSound;
fx.script_sound = fxSound;
fx.script_earthquake = fxQuake;
fx.script_damage = ( fxDamage );
fx.script_radius = ( damage_radius );
fx.script_soundalias = soundalias;
fx.script_firefxtimeout = ( fireFxTimeout );
fx.script_repeat = ( repeat );
fx.script_delay_min = ( delay_min );
fx.script_delay_max = ( delay_max );
fx.script_exploder_group = exploder_group;
forward = anglestoforward( fx.angles );
forward *= ( 150 );
fx.targetPos = fxPos + forward;
if ( !isdefined( level._script_exploders ) )
level._script_exploders = [];
level._script_exploders[ level._script_exploders.size ] = fx;
}
/*
loopfxRotate(fxId, fxPos, waittime, angle, fxStart, fxStop, timeout)
{
level thread print_org ("loopfx", fxId, fxPos, waittime);
level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
}
*/
loopfx( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
{
println( "Loopfx is deprecated!" );
ent = createLoopEffect( fxId );
ent.v[ "origin" ] = fxPos;
ent.v[ "angles" ] = ( 0, 0, 0 );
if ( isdefined( fxPos2 ) )
ent.v[ "angles" ] = vectortoangles( fxPos2 - fxPos );
ent.v[ "delay" ] = waittime;
}
/*
loopfx(fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout)
{
level thread print_org ("loopfx", fxId, fxPos, waittime);
level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
}
*/
create_looper()
{
//assert (isdefined(self.looper));
self.looper = playLoopedFx( level._effect[ self.v[ "fxid" ] ], self.v[ "delay" ], self.v[ "origin" ], 0, self.v[ "forward" ], self.v[ "up" ] );
create_loopsound();
}
create_loopsound()
{
self notify( "stop_loop" );
if ( !IsDefined( self.v[ "soundalias" ] ) )
return;
if ( self.v[ "soundalias" ] == "nil" )
return;
/#
if ( GetDvar( "r_reflectionProbeGenerate" ) == "1" )
return;
#/
culled = false;
end_on = undefined;
if ( isdefined( self.v[ "stopable" ] ) && self.v[ "stopable" ] )
{
if ( IsDefined( self.looper ) )
end_on = "death";
else
end_on = "stop_loop";
}
else
{
if ( level._fx.server_culled_sounds && IsDefined( self.v[ "server_culled" ] ) )
culled = self.v[ "server_culled" ];
}
ent = self;
if ( IsDefined( self.looper ) )
ent = self.looper;
createfx_ent = undefined;
if ( level.createFX_enabled )
createfx_ent = self;
ent loop_fx_sound_with_angles( self.v[ "soundalias" ], self.v[ "origin" ], self.v[ "angles" ], culled, end_on, createfx_ent );
}
create_interval_sound()
{
self notify( "stop_loop" );
if ( !IsDefined( self.v[ "soundalias" ] ) )
return;
if ( self.v[ "soundalias" ] == "nil" )
return;
ender = undefined;
runner = self;
/#
if ( GetDvar( "r_reflectionProbeGenerate" ) == "1" )
return;
#/
if( ( IsDefined( self.v[ "stopable" ] ) && self.v[ "stopable" ] ) || level.createFX_enabled )
{
if ( IsDefined( self.looper ) )
{
runner = self.looper;
ender = "death";
}
else
ender = "stop_loop";
}
runner thread loop_fx_sound_interval_with_angles( self.v[ "soundalias" ], self.v[ "origin" ], self.v[ "angles" ], ender, undefined, self.v[ "delay_min" ], self.v[ "delay_max" ] );
}
loopfxthread()
{
waitframe();
// println ( "fx testing running Id: ", fxId );
// if ((isdefined (level.scr_sound)) && (isdefined (level.scr_sound[fxId])))
// loopSound(level.scr_sound[fxId], fxPos);
if ( isdefined( self.fxStart ) )
level waittill( "start fx" + self.fxStart );
while ( 1 )
{
/*
if (isdefined (ent.org2))
{
fxAngle = vectorNormalize (ent.org2 - ent.org);
looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, 0, fxAngle );
}
else
looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, 0 );
*/
create_looper();
if ( isdefined( self.timeout ) )
thread loopfxStop( self.timeout );
if ( isdefined( self.fxStop ) )
level waittill( "stop fx" + self.fxStop );
else
return;
if ( isdefined( self.looper ) )
self.looper delete();
if ( isdefined( self.fxStart ) )
level waittill( "start fx" + self.fxStart );
else
return;
}
}
loopfxChangeID( ent )
{
self endon( "death" );
ent waittill( "effect id changed", change );
}
loopfxChangeOrg( ent )
{
self endon( "death" );
for ( ;; )
{
ent waittill( "effect org changed", change );
self.origin = change;
}
}
loopfxChangeDelay( ent )
{
self endon( "death" );
ent waittill( "effect delay changed", change );
}
loopfxDeletion( ent )
{
self endon( "death" );
ent waittill( "effect deleted" );
self delete();
}
loopfxStop( timeout )
{
self endon( "death" );
wait( timeout );
self.looper delete();
}
loopSound( sound, Pos, waittime )
{
// level thread print_org ("loopSound", sound, Pos, waittime);
level thread loopSoundthread( sound, Pos, waittime );
}
loopSoundthread( sound, pos, waittime )
{
org = spawn( "script_origin", ( pos ) );
org.origin = pos;
// println ("hello1 ", org.origin, sound);
org playLoopSound( sound );
}
gunfireloopfx( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
thread gunfireloopfxthread( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax );
}
gunfireloopfxthread( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
level endon( "stop all gunfireloopfx" );
waitframe();
if ( betweenSetsMax < betweenSetsMin )
{
temp = betweenSetsMax;
betweenSetsMax = betweenSetsMin;
betweenSetsMin = temp;
}
betweenSetsBase = betweenSetsMin;
betweenSetsRange = betweenSetsMax - betweenSetsMin;
if ( shotdelayMax < shotdelayMin )
{
temp = shotdelayMax;
shotdelayMax = shotdelayMin;
shotdelayMin = temp;
}
shotdelayBase = shotdelayMin;
shotdelayRange = shotdelayMax - shotdelayMin;
if ( shotsMax < shotsMin )
{
temp = shotsMax;
shotsMax = shotsMin;
shotsMin = temp;
}
shotsBase = shotsMin;
shotsRange = shotsMax - shotsMin;
fxEnt = spawnFx( level._effect[ fxId ], fxPos );
if ( !level.createFX_enabled )
fxEnt willNeverChange();
for ( ;; )
{
shotnum = shotsBase + randomint( shotsRange );
for ( i = 0;i < shotnum;i++ )
{
triggerFx( fxEnt );
wait( shotdelayBase + randomfloat( shotdelayRange ) );
}
wait( betweenSetsBase + randomfloat( betweenSetsRange ) );
}
}
gunfireloopfxVec( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
thread gunfireloopfxVecthread( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax );
}
gunfireloopfxVecthread( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
level endon( "stop all gunfireloopfx" );
waitframe();
if ( betweenSetsMax < betweenSetsMin )
{
temp = betweenSetsMax;
betweenSetsMax = betweenSetsMin;
betweenSetsMin = temp;
}
betweenSetsBase = betweenSetsMin;
betweenSetsRange = betweenSetsMax - betweenSetsMin;
if ( shotdelayMax < shotdelayMin )
{
temp = shotdelayMax;
shotdelayMax = shotdelayMin;
shotdelayMin = temp;
}
shotdelayBase = shotdelayMin;
shotdelayRange = shotdelayMax - shotdelayMin;
if ( shotsMax < shotsMin )
{
temp = shotsMax;
shotsMax = shotsMin;
shotsMin = temp;
}
shotsBase = shotsMin;
shotsRange = shotsMax - shotsMin;
fxPos2 = vectornormalize( fxPos2 - fxPos );
fxEnt = spawnFx( level._effect[ fxId ], fxPos, fxPos2 );
if ( !level.createFX_enabled )
fxEnt willNeverChange();
for ( ;; )
{
shotnum = shotsBase + randomint( shotsRange );
for ( i = 0;i < int( shotnum / level.fxfireloopmod );i++ )
{
triggerFx( fxEnt );
delay = ( ( shotdelayBase + randomfloat( shotdelayRange ) ) * level.fxfireloopmod );
if ( delay < .05 )
delay = .05;
wait delay;
}
wait( shotdelayBase + randomfloat( shotdelayRange ) );
wait( betweenSetsBase + randomfloat( betweenSetsRange ) );
}
}
setfireloopmod( value )
{
level.fxfireloopmod = 1 / value;
}
setup_fx()
{
if ( ( !isdefined( self.script_fxid ) ) || ( !isdefined( self.script_fxcommand ) ) || ( !isdefined( self.script_delay ) ) )
{
// println (self.script_fxid);
// println (self.script_fxcommand);
// println (self.script_delay);
// println ("Effect at origin ", self.origin," doesn't have script_fxid/script_fxcommand/script_delay");
// self delete();
return;
}
// println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin);
if ( isdefined( self.model ) )
if ( self.model == "toilet" )
{
self thread burnville_paratrooper_hack();
return;
}
org = undefined;
if ( isdefined( self.target ) )
{
ent = getent( self.target, "targetname" );
if ( isdefined( ent ) )
org = ent.origin;
}
fxStart = undefined;
if ( isdefined( self.script_fxstart ) )
fxStart = self.script_fxstart;
fxStop = undefined;
if ( isdefined( self.script_fxstop ) )
fxStop = self.script_fxstop;
if ( self.script_fxcommand == "OneShotfx" )
OneShotfx( self.script_fxId, self.origin, self.script_delay, org );
if ( self.script_fxcommand == "loopfx" )
loopfx( self.script_fxId, self.origin, self.script_delay, org, fxStart, fxStop );
if ( self.script_fxcommand == "loopsound" )
loopsound( self.script_fxId, self.origin, self.script_delay );
self delete();
}
burnville_paratrooper_hack()
{
normal = ( 0, 0, self.angles[ 1 ] );
// println ("z: paratrooper fx hack: ", normal);
id = level._effect[ self.script_fxId ];
origin = self.origin;
// if (isdefined (self.script_delay))
// wait (self.script_delay);
wait 1;
level thread burnville_paratrooper_hack_loop( normal, origin, id );
self delete();
}
burnville_paratrooper_hack_loop( normal, origin, id )
{
while ( 1 )
{
// iprintln ("z: playing paratrooper fx", origin);
playfx( id, origin );
wait( 30 + randomfloat( 40 ) );
}
}
create_triggerfx()
{
//assert (isdefined(self.looper));
if( ! verify_effects_assignment( self.v[ "fxid" ] ) )
return;
self.looper = spawnFx( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
triggerFx( self.looper, self.v[ "delay" ] );
if ( !level.createFX_enabled )
self.looper willNeverChange();
create_loopsound();
}
verify_effects_assignment( effectID )
{
if( isdefined ( level._effect[ effectID ] ) )
return true;
if( ! isdefined( level._missing_FX ) )
level._missing_FX = [];
level._missing_FX[ self.v[ "fxid" ] ] = effectID;
verify_effects_assignment_print( effectID );
return false;
}
verify_effects_assignment_print( effectID )
{
level notify ( "verify_effects_assignment_print" );
level endon ( "verify_effects_assignment_print" );
wait .05; //allow errors on the same frame to que up before printing
println("Error:");
println("Error:**********MISSING EFFECTS IDS**********");
keys = getarraykeys( level._missing_FX );
foreach( key in keys )
{
println( "Error: Missing Effects ID assignment for: "+ key );
}
println("Error:");
assertmsg( "Missing Effects ID assignments ( see console )" );
}
OneShotfxthread()
{
wait(0.05);
if ( self.v[ "delay" ] > 0 )
wait self.v[ "delay" ];
[[ level.func[ "create_triggerfx" ] ]]();
}
//---------------------------------------------------------
// Reactive Section
//---------------------------------------------------------
CONST_MAX_REACTIVE_SOUND_ENTS = 4;
CONST_NEXT_PLAY_TIME = 3000;
add_reactive_fx()
{
// MP should not start this thread in release
if ( !isSP() && GetDVar( "createfx" ) == "" )
{
return;
}
if ( !IsDefined( level._fx.reactive_thread ) )
{
level._fx.reactive_thread = true;
level thread reactive_fx_thread();
}
if ( !IsDefined( level._fx.reactive_fx_ents ) )
{
level._fx.reactive_fx_ents = [];
}
level._fx.reactive_fx_ents[ level._fx.reactive_fx_ents.size ] = self;
self.next_reactive_time = 3000;
}
reactive_fx_thread()
{
if ( !isSp() )
{
if ( GetDvar( "createfx" ) == "on" )
{
// wait till the player spawns and createfxlogic starts before continuing.
flag_wait( "createfx_started" );
}
}
// TODO: Switch to using level notify instead
// HOWEVER!!! we will need the trigger_radius for when we are in CREATEFX mode for MP only!!!
// use level.mp_createfx condition
// trigger = Spawn( "trigger_radius", level.player.origin, 0, 5000, 5000 );
// trigger SetCanDamage( true );
// trigger EnableLinkTo();
// trigger LinkTo( level.player );
level._fx.reactive_sound_ents = [];
explosion_radius = 256;
while ( 1 )
{
// trigger waittill( "damage", dmg, attacker, dir_vec, point, type );
level waittill( "code_damageradius", attacker, explosion_radius, point, weapon_name );
ents = sort_reactive_ents( point, explosion_radius );
foreach ( i, ent in ents )
ent thread play_reactive_fx( i );
}
}
vector2d( vec )
{
return ( vec[ 0 ], vec[ 1 ], 0 );
}
sort_reactive_ents( point, explosion_radius )
{
closest = [];
time = GetTime();
foreach ( ent in level._fx.reactive_fx_ents )
{
if ( ent.next_reactive_time > time )
continue;
radius_squared = ent.v[ "reactive_radius" ] + explosion_radius;
radius_squared *= radius_squared;
if ( DistanceSquared( point, ent.v[ "origin" ] ) < radius_squared )
{
closest[ closest.size ] = ent;
}
}
foreach ( ent in closest )
{
playerToEnt = vector2d( ent.v[ "origin" ] - level.player.origin );
playerToPoint = vector2d( point - level.player.origin );
vec1 = VectorNormalize( playerToEnt );
vec2 = VectorNormalize( playerToPoint );
ent.dot = VectorDot( vec1, vec2 );
}
// Sort from lowest dot to greatest
for ( i = 0; i < closest.size - 1; i++ )
{
for ( j = i + 1; j < closest.size; j++ )
{
if ( closest[ i ].dot > closest[ j ].dot )
{
temp = closest[ i ];
closest[ i ] = closest[ j ];
closest[ j ] = temp;
}
}
}
// remove the .origin and .dot since we're done with sortbydistance()
foreach ( ent in closest )
{
ent.origin = undefined;
ent.dot = undefined;
}
// Make sure we only have 4
for ( i = CONST_MAX_REACTIVE_SOUND_ENTS; i < closest.size; i++ )
{
closest[ i ] = undefined;
}
return closest;
}
play_reactive_fx( num )
{
sound_ent = get_reactive_sound_ent();
if ( !IsDefined( sound_ent ) )
return;
/#
self.is_playing = true;
#/
self.next_reactive_time = GeTTime() + CONST_NEXT_PLAY_TIME;
sound_ent.origin = self.v[ "origin" ];
sound_ent.is_playing = true;
wait( num * RandomFloatRange( 0.05, 0.1 ) );
if ( isSP() )
{
sound_ent PlaySound( self.v[ "soundalias" ], "sounddone" );
sound_ent waittill( "sounddone" );
}
else
{
sound_ent PlaySound( self.v[ "soundalias" ] );
wait( 2 );
}
// wait for sounddone to be removed compeletely
// bug in prague port to iw6 where in the same frame this got called again after the sounddone notify
// odd thing, even 0.05 doesn't work. Code should fix this!
wait( 0.1 );
sound_ent.is_playing = false;
/#
self.is_playing = undefined;
#/
}
get_reactive_sound_ent()
{
foreach ( ent in level._fx.reactive_sound_ents )
{
if ( !ent.is_playing )
return ent;
}
if ( level._fx.reactive_sound_ents.size < CONST_MAX_REACTIVE_SOUND_ENTS )
{
ent = Spawn( "script_origin", ( 0, 0, 0 ) );
ent.is_playing = false;
level._fx.reactive_sound_ents[ level._fx.reactive_sound_ents.size ] = ent;
return ent;
}
return undefined;
}