iw6-scripts-dev/maps/mp/_barrels_leak.gsc
2024-12-11 11:28:08 +01:00

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#include common_scripts\utility;
//////////////////////////////////////////////////////////////////////////////
// CONSTANTS //
//////////////////////////////////////////////////////////////////////////////
level_limit_barrel_fx = 8;
max_fires_from_entity = 4;
level_barrel_fx_chance = 33;
//////////////////////////////////////////////////////////////////////////////
// LOGIC //
//////////////////////////////////////////////////////////////////////////////
main()
{
if ( IsDefined( level.barrels_init ) )
return;
level.barrels_init = true;
//level._barrel_fx_time = 25; //handle this individually for different barrel types
barrels = GetEntArray( "barrel_shootable", "targetname" );
if ( !barrels.size )
return;
level._barrels = SpawnStruct();
level._barrels.num_barrel_fx = 0;
barrels thread precacheFX();
barrels thread methodsInit();
thread post_load( barrels );
}
post_load( barrels )
{
waittillframeend;// insure that structs are initialized
if( level.createFX_enabled )
return;
array_thread( barrels, ::barrelsetup );
}
barrelsetup()
{
self SetCanDamage( true );
self SetCanRadiusDamage( false ); // optimization
self.barrel_fx_array = [];
node = undefined;
if ( IsDefined( self.target ) )
{
node = getstruct( self.target, "targetname" );
self.A = node.origin;
vec = AnglesToForward( node.angles );
vec = ( vec * 128 );
self.B = self.A + vec;
}
else
{
vec = AnglesToForward( self.angles );
vec1 = ( vec * 64 );
self.A = self.origin + vec1;
vec1 = ( vec * -64 );
self.B = self.origin + vec1;
}
self thread barrel_wait_loop();
}
barrel_wait_loop()
{
P = ( 0, 0, 0 );// just to initialize P as a vector
hasTakenDamage = false;
remaining = max_fires_from_entity;
while ( 1 )
{
self waittill( "damage", damage, attacker, direction_vec, P, type );
// random so we don't get so many fx, but the very first time is guarenteed
if ( hasTakenDamage )
{
if ( randomint( 100 ) <= level_barrel_fx_chance )
continue;
}
hasTakenDamage = true;
result = self barrel_logic( direction_vec, P, type, attacker );
if ( result )
remaining--;
if ( remaining <= 0 )
break;
}
self SetCanDamage( false );
}
barrel_logic( direction_vec, P, type, damageOwner )
{
if ( level._barrels.num_barrel_fx > level_limit_barrel_fx )
return false;
if ( !isDefined( level._barrels._barrel_methods[ type ] ) )
P = self barrel_calc_nofx( P, type );
else
P = self [[ level._barrels._barrel_methods[ type ] ]]( P, type );
if ( !isdefined( P ) )
return false;
if ( IsDefined( damageOwner.classname ) && damageOwner.classname == "worldspawn" )
return false;
foreach ( value in self.barrel_fx_array )
{
if ( DistanceSquared( P, value.origin ) < 25 )
return false;
}
//calculate the vector derived from the center line of our barrel and the point of damage
// generate a vector from the attacker's eye to the impact point (AI) or origin to impact point (non-AI)
E = undefined;
if( IsAI( damageOwner ))
E = damageOwner GetEye();
else
E = damageOwner.origin;
temp_vec = P - E;
// Extend the vector (this is to ensure it intersects the damaged entity, tracing to the point itself generated new points which were slightly off and bad normals) and return a trace
trace = BulletTrace ( E, E + 1.5 * temp_vec, false, damageOwner, false );
if ( isdefined ( trace [ "normal" ] ) && isdefined ( trace [ "entity" ] ) && trace ["entity"] == self )
{
vec = trace[ "normal" ];
// Use the surface normal of the impact point to generate the angles for the burst effect
self thread barrelfx( P, vec, damageOwner );
return true;
}
return false;
}
//DC_NOTE commented out all sound related stuff because it was giving me grief in mp_zulu
barrelfx( P, vec, damageOwner )
{
time = level._barrels.fx_time[ self.script_noteworthy ] ;
fx_time = level._barrels._barrel_fx_time[ self.script_noteworthy ] ;
intervals = Int( fx_time / time );// loops for 25 seconds
intervals_end = 30;
hitsnd = level._barrels._sound[ self.script_noteworthy + "_hit" ];
loopsnd = level._barrels._sound[ self.script_noteworthy + "_loop" ];
endsnd = level._barrels._sound[ self.script_noteworthy + "_end" ];
snd = Spawn( "script_origin", P );
// snd Hide();
snd PlaySound( hitsnd );
snd PlayLoopSound( loopsnd );
self.barrel_fx_array[ self.barrel_fx_array.size ] = snd;
// if ( isSP() || self.script_noteworthy != "steam" )
if ( isSP() )
self thread barrel_damage( P, vec, damageOwner, snd );
//rotate the emitter angle over time
efx_rot = Spawn( "script_model", P );
efx_rot SetModel( "tag_origin" );
efx_rot.angles = VectorToAngles( vec );
wait .05;//cant play fx on same frame it's spawned in mp appearantly
PlayFXOnTag( level._barrels._effect[ self.script_noteworthy ] , efx_rot, "tag_origin" );
level._barrels.num_barrel_fx++;
efx_rot RotatePitch( 90, time, 1, 1 );
wait time;
StopFXOnTag( level._barrels._effect[ self.script_noteworthy ] , efx_rot, "tag_origin" );
intervals--;
//now check for other fx and rest of intervals
while ( level._barrels.num_barrel_fx <= level_limit_barrel_fx && intervals > 0 )
{
efx_rot = Spawn( "script_model", P );
efx_rot SetModel( "tag_origin" );
efx_rot.angles = VectorToAngles( vec );
wait .05;//cant play fx on same frame it's spawned in mp appearantly
PlayFXOnTag( level._barrels._effect[ self.script_noteworthy ] , efx_rot, "tag_origin" );
level._barrels.num_barrel_fx++;
efx_rot RotatePitch( 90, time, 1, 1 );
wait time;
StopFXOnTag( level._barrels._effect[ self.script_noteworthy ] , efx_rot, "tag_origin" );
}
// snd PlaySound( endsnd );
wait( .5 );
// snd StopLoopSound( loopsnd );
snd Delete();
self.barrel_fx_array = array_removeUndefined( self.barrel_fx_array );
level._barrels.num_barrel_fx--;
}
barrel_damage( P, vec, damageOwner, fx )
{
if ( !allow_barrel_damage() )
return;
fx endon( "death" );
origin = fx.origin + ( VectorNormalize( vec ) * 40 );
dmg = level._barrels._dmg[ self.script_noteworthy ];
while ( 1 )
{
// do not pass damage owner if they have disconnected before the barrels explode.. the barrels?
if ( !isdefined( self.damageOwner ) )
{
// MOD_TRIGGER_HURT so they dont do dirt on the player's screen
self RadiusDamage( origin, 36, dmg, dmg * 0.75, undefined, "MOD_TRIGGER_HURT" );
}
else
{
// MOD_TRIGGER_HURT so they dont do dirt on the player's screen
self RadiusDamage( origin, 36, dmg, dmg * 0.75, damageOwner, "MOD_TRIGGER_HURT" );
}
wait( 0.4 );
}
}
allow_barrel_damage()
{
if( !isSP() )
return false;
if ( !isDefined( level.barrelsDamage ) )
return false;
return ( level.barrelsDamage );
}
//////////////////////////////////////////////////////////////////////////////
// CALCULATIONS / SETUP //
//////////////////////////////////////////////////////////////////////////////
methodsInit()
{
level._barrels._barrel_methods = [];
level._barrels._barrel_methods[ "MOD_UNKNOWN" ] = ::barrel_calc_splash;
level._barrels._barrel_methods[ "MOD_PISTOL_BULLET" ] = ::barrel_calc_ballistic;
level._barrels._barrel_methods[ "MOD_RIFLE_BULLET" ] = ::barrel_calc_ballistic;
level._barrels._barrel_methods[ "MOD_GRENADE" ] = ::barrel_calc_splash;
level._barrels._barrel_methods[ "MOD_GRENADE_SPLASH" ] = ::barrel_calc_splash;
level._barrels._barrel_methods[ "MOD_PROJECTILE" ] = ::barrel_calc_splash;
level._barrels._barrel_methods[ "MOD_PROJECTILE_SPLASH" ] = ::barrel_calc_splash;
level._barrels._barrel_methods[ "MOD_TRIGGER_HURT" ] = ::barrel_calc_splash;
level._barrels._barrel_methods[ "MOD_EXPLOSIVE" ] = ::barrel_calc_splash;
level._barrels._barrel_methods[ "MOD_EXPLOSIVE_BULLET" ] = ::barrel_calc_splash;
}
barrel_calc_ballistic( P, type )
{
return P;
}
barrel_calc_splash( P, type )
{
vec = VectorNormalize( VectorFromLineToPoint( self.A, self.B, P ) );
P = PointOnSegmentNearestToPoint( self.A, self.B, P );
return( P + ( vec * 4 ) );
}
barrel_calc_nofx( P, type )
{
return undefined;
}
precacheFX()
{
oil_leak = false;
oil_cap = false;
beer_leak = false;
foreach ( value in self )
{
if ( value.script_noteworthy == "oil_leak" )
{
value willNeverChange();
oil_leak = true;
}
else if ( value.script_noteworthy == "oil_cap" )
{
value willNeverChange();
oil_cap = true;
}
else if ( value.script_noteworthy == "beer_leak" )
{
value willNeverChange();
beer_leak = true;
}
else
{
println( "Unknown 'barrel_shootable' script_noteworthy type '%s'\n", value.script_noteworthy );
}
}
//DC_NOTE commented out all sound related stuff because it was giving me grief in mp_zulu
if ( oil_leak )
{
level._barrels._effect[ "oil_leak" ] = loadfx( "fx/impacts/pipe_oil_barrel_spill" );
//level._barrels._sound[ "oil_leak_hit" ] = "mtl_oil_barrel_hit";
//level._barrels._sound[ "oil_leak_loop" ] = "mtl_oil_barrel_hiss_loop";
//level._barrels._sound[ "oil_leak_end" ] = "mtl_oil_barrel_hiss_loop_end";
level._barrels.fx_time[ "oil_leak" ] = 6;
level._barrels._barrel_fx_time["oil_leak"] = 6;
level._barrels._dmg[ "oil_leak" ] = 5;
}
if ( oil_cap )
{
level._barrels._effect[ "oil_cap" ] = loadfx( "fx/impacts/pipe_oil_barrel_squirt" );
//level._barrels._sound[ "oil_cap_hit" ] = "mtl_oil_barrel_hit";
//level._barrels._sound[ "oil_cap_loop" ] = "mtl_oil_barrel_hiss_loop";
//level._barrels._sound[ "oil_cap_end" ] = "mtl_oil_barrel_hiss_loop_end";
level._barrels.fx_time[ "oil_cap" ] = 3;
level._barrels._dmg[ "oil_cap" ] = 5;
level._barrels._barrel_fx_time["oil_cap"] = 5;
}
if ( beer_leak )//DC_TODO create beer fx
{
level._barrels._effect[ "beer_leak" ] = loadfx( "fx/impacts/beer_barrel_spill" );
level._barrels._sound[ "beer_leak_hit" ] = "mtl_beer_keg_hit";
level._barrels._sound[ "beer_leak_loop" ] = "mtl_beer_keg_hiss_loop";
level._barrels._sound[ "beer_leak_end" ] = "mtl_beer_keg_hiss_loop_end";
level._barrels.fx_time[ "beer_leak" ] = 6;
level._barrels._barrel_fx_time["beer_leak"] = 6;
level._barrels._dmg[ "beer_leak" ] = 5;
}
}