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

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#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\killstreaks\_emp_common;
init()
{
// 2013-06-30 wallace: make sure emp code doesn't run. jammer reuses some of the sstuff, and we don't want the two stomping on each other
/*
level._effect[ "emp_flash" ] = loadfx( "fx/explosions/emp_flash_mp" );
if( level.multiTeamBased )
{
for( i = 0; i < level.teamNameList.size; i++ )
{
level.teamEMPed[level.teamNameList[i]] = false;
}
}
else
{
level.teamEMPed["allies"] = false;
level.teamEMPed["axis"] = false;
}
level.empPlayer = undefined;
level.empTimeout = 15.0;
level.empTimeRemaining = int( level.empTimeout );
if ( level.teamBased )
level thread EMP_TeamTracker();
else
level thread EMP_PlayerTracker();
level.killstreakFuncs["emp"] = ::EMP_Use;
level thread onPlayerConnect();
*/
/#
SetDevDvarIfUninitialized( "scr_emp_timeout", 15.0 );
SetDevDvarIfUninitialized( "scr_emp_damage_debug", 0 );
#/
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill( "spawned_player" );
if ( (level.teamBased && level.teamEMPed[self.team]) || (!level.teamBased && isDefined( level.empPlayer ) && level.empPlayer != self) )
self setEMPJammed( true );
}
}
EMP_Use( lifeId, streakName )
{
assert( isDefined( self ) );
myTeam = self.pers["team"];
if( level.multiTeamBased )
{
self thread EMP_JamTeams( myTeam );
}
else if ( level.teamBased )
{
otherTeam = level.otherTeam[myTeam];
self thread EMP_JamTeam( otherTeam );
}
else
self thread EMP_JamPlayers( self );
self maps\mp\_matchdata::logKillstreakEvent( "emp", self.origin );
self notify( "used_emp" );
return true;
}
EMP_JamTeams( ownerTeam )
{
level endon ( "game_ended" );
assert( ownerTeam == "allies" || ownerTeam == "axis" || IsSubStr( ownerTeam, "team_" ));
thread teamPlayerCardSplash( "used_emp", self );
level notify ( "EMP_JamTeam" + ownerTeam );
level endon ( "EMP_JamTeam" + ownerTeam );
//turn off jammer abilities on emp'd players
foreach ( player in level.players )
{
player playLocalSound( "emp_activate" );
if ( player.team == ownerTeam )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player ClearScrambler();
}
VisionSetNaked( "coup_sunblind", 0.1 );
thread empEffects();
wait ( 0.1 );
// resetting the vision set to the same thing won't normally have an effect.
// however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one.
VisionSetNaked( "coup_sunblind", 0 );
VisionSetNaked( "", 3.0 ); // go to default visionset
for( i = 0; i < level.teamNameList.size; i++ )
{
if( ownerTeam != level.teamNameList[i] )
{
level.teamEMPed[level.teamNameList[i]] = true;
}
}
level notify ( "emp_update" );
for( i = 0; i < level.teamNameList.size; i++ )
{
if( ownerTeam != level.teamNameList[i] )
{
level destroyActiveVehicles( self, level.teamNameList[i] );
}
}
/#
level.empTimeout = GetDvarFloat( "scr_emp_timeout" );
#/
level thread keepEMPTimeRemaining();
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( level.empTimeout );
for( i = 0; i < level.teamNameList.size; i++ )
{
if( ownerTeam != level.teamNameList[i] )
{
level.teamEMPed[level.teamNameList[i]] = false;
}
}
//turn jammer abilities back on
foreach ( player in level.players )
{
if ( player.team == ownerTeam )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player MakeScrambler();
}
level notify ( "emp_update" );
}
//jams all players on the team passed in the argument teamName
EMP_JamTeam( teamName )
{
level endon ( "game_ended" );
assert( teamName == "allies" || teamName == "axis" );
thread teamPlayerCardSplash( "used_emp", self );
level notify ( "EMP_JamTeam" + teamName );
level endon ( "EMP_JamTeam" + teamName );
foreach ( player in level.players )
{
player playLocalSound( "emp_activate" );
if ( player.team != teamName )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player ClearScrambler();
player VisionSetNakedForPlayer( "coup_sunblind", 0.1 );
}
thread empEffects();
wait ( 0.1 );
// resetting the vision set to the same thing won't normally have an effect.
// however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one.
VisionSetNaked( "coup_sunblind", 0 );
VisionSetNaked( "", 3.0 ); // go to default visionset
level.teamEMPed[teamName] = true;
level notify ( "emp_update" );
level destroyActiveVehicles( self, teamName );
/#
level.empTimeout = GetDvarFloat( "scr_emp_timeout" );
#/
level thread keepEMPTimeRemaining();
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( level.empTimeout );
level.teamEMPed[teamName] = false;
foreach ( player in level.players )
{
if ( player.team != teamName )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player MakeScrambler();
}
level notify ( "emp_update" );
}
EMP_JamPlayers( owner )
{
level notify ( "EMP_JamPlayers" );
level endon ( "EMP_JamPlayers" );
assert( isDefined( owner ) );
foreach ( player in level.players )
{
player playLocalSound( "emp_activate" );
if ( player == owner )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player ClearScrambler();
}
VisionSetNaked( "coup_sunblind", 0.1 );
thread empEffects();
wait ( 0.1 );
// resetting the vision set to the same thing won't normally have an effect.
// however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one.
VisionSetNaked( "coup_sunblind", 0 );
VisionSetNaked( "", 3.0 ); // go to default visionset
level notify ( "emp_update" );
level.empPlayer = owner;
level.empPlayer thread empPlayerFFADisconnect();
level destroyActiveVehicles( owner );
level notify ( "emp_update" );
/#
level.empTimeout = GetDvarFloat( "scr_emp_timeout" );
#/
level thread keepEMPTimeRemaining();
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( level.empTimeout );
foreach ( player in level.players )
{
if ( player == owner )
continue;
if ( player _hasPerk( "specialty_localjammer" ) )
player MakeScrambler();
}
level.empPlayer = undefined;
level notify ( "emp_update" );
level notify ( "emp_ended" );
}
keepEMPTimeRemaining()
{
level notify( "keepEMPTimeRemaining" );
level endon( "keepEMPTimeRemaining" );
level endon( "emp_ended" );
// we need to know how much time is left for the unavailable string
level.empTimeRemaining = int( level.empTimeout );
while( level.empTimeRemaining )
{
wait( 1.0 );
level.empTimeRemaining--;
}
}
empPlayerFFADisconnect()
{
level endon ( "EMP_JamPlayers" );
level endon ( "emp_ended" );
self waittill( "disconnect" );
level notify ( "emp_update" );
}
empEffects()
{
foreach( player in level.players )
{
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
empDistance = 20000;
empEnt = Spawn( "script_model", player.origin + ( 0, 0, 8000 ) + ( playerForward * empDistance ) );
empEnt setModel( "tag_origin" );
empEnt.angles = empEnt.angles + ( 270, 0, 0 );
empEnt thread empEffect( player );
}
}
empEffect( player )
{
player endon( "disconnect" );
wait( 0.5 );
PlayFXOnTagForClients( level._effect[ "emp_flash" ], self, "tag_origin", player );
}
EMP_TeamTracker()
{
level endon ( "game_ended" );
for ( ;; )
{
level waittill_either ( "joined_team", "emp_update" );
foreach ( player in level.players )
{
if ( player.team == "spectator" )
continue;
// if this emp is over, let's do an extra check to make sure we shouldn't be nuke emped, isEmped() does the extra nuke emp check
if( !level.teamEMPed[ player.team ] && !player isEMPed() )
player enableJammedEffect( false );
else
player enableJammedEffect( true );
}
}
}
EMP_PlayerTracker()
{
level endon ( "game_ended" );
for ( ;; )
{
level waittill_either ( "joined_team", "emp_update" );
foreach ( player in level.players )
{
if ( player.team == "spectator" )
continue;
if ( isDefined( level.empPlayer ) && level.empPlayer != player )
{
player enableJammedEffect( true );
}
else
{
// if this emp is over, let's do an extra check to make sure we shouldn't be nuke emped, isEmped() does the extra nuke emp check
if( !player isEMPed() )
player enableJammedEffect( false );
}
}
}
}
destroyActiveVehicles( attacker, teamEMPed )
{
// thread all of the things that need to get destroyed, this way we can put frame waits in between each destruction so we don't hit the server with a lot at one time
thread destroyActiveHelis( attacker, teamEMPed );
thread destroyActiveLittleBirds( attacker, teamEMPed );
thread destroyActiveTurrets( attacker, teamEMPed );
thread destroyActiveRockets( attacker, teamEMPed );
thread destroyActiveUAVs( attacker, teamEMPed );
thread destroyActiveIMSs( attacker, teamEMPed );
thread destroyActiveUGVs( attacker, teamEMPed );
thread destroyActiveAC130( attacker, teamEMPed );
thread destroyActiveBallDrones( attacker, teamEMPed );
thread destroyTargets( attacker, teamEMPed, level.remote_uav );
thread destroyTargets( attacker, teamEMPed, level.uplinks );
}
destroyTargets( attacker, teamEMPed, targetList )
{
meansOfDeath = "MOD_EXPLOSIVE";
weapon = "killstreak_emp_mp";
damage = 5000;
direction_vec = ( 0, 0, 0 );
point = ( 0, 0, 0 );
modelName = "";
tagName = "";
partName = "";
iDFlags = undefined;
foreach ( target in targetList )
{
if ( level.teamBased && IsDefined( teamEMPed ) )
{
if( IsDefined( target.team ) && target.team != teamEMPed )
continue;
}
else
{
if( IsDefined( target.owner ) && target.owner == attacker )
continue;
}
target notify( "damage", damage, attacker, direction_vec, point, meansOfDeath, modelName, tagName, partName, iDFlags, weapon );
wait( 0.05 );
}
}
destroyActiveHelis( attacker, teamEMPed )
{
destroyTargets( attacker, teamEMPed, level.helis );
}
destroyActiveLittleBirds( attacker, teamEMPed )
{
destroyTargets( attacker, teamEMPed, level.littleBirds );
}
destroyActiveTurrets( attacker, teamEMPed )
{
destroyTargets( attacker, teamEMPed, level.turrets );
}
destroyActiveRockets( attacker, teamEMPed )
{
meansOfDeath = "MOD_EXPLOSIVE";
weapon = "killstreak_emp_mp";
damage = 5000;
direction_vec = ( 0, 0, 0 );
point = ( 0, 0, 0 );
modelName = "";
tagName = "";
partName = "";
iDFlags = undefined;
foreach ( rocket in level.rockets )
{
if ( level.teamBased && IsDefined( teamEMPed ) )
{
if( IsDefined( rocket.team ) && rocket.team != teamEMPed )
continue;
}
else
{
if( IsDefined( rocket.owner ) && rocket.owner == attacker )
continue;
}
// this is different from destroy target
PlayFX( level.remotemissile_fx[ "explode" ], rocket.origin );
rocket delete();
wait( 0.05 );
}
}
destroyActiveUAVs( attacker, teamEMPed )
{
uavArray = level.uavModels;
if ( level.teamBased && IsDefined( teamEMPed ) )
uavArray = level.uavModels[ teamEMPed ];
destroyTargets( attacker, teamEMPed, uavArray );
}
destroyActiveIMSs( attacker, teamEMPed )
{
destroyTargets( attacker, teamEMPed, level.ims );
}
destroyActiveUGVs( attacker, teamEMPed )
{
destroyTargets( attacker, teamEMPed, level.ugvs );
}
destroyActiveAC130( attacker, teamEMPed )
{
meansOfDeath = "MOD_EXPLOSIVE";
weapon = "killstreak_emp_mp";
damage = 5000;
direction_vec = ( 0, 0, 0 );
point = ( 0, 0, 0 );
modelName = "";
tagName = "";
partName = "";
iDFlags = undefined;
if ( level.teamBased && IsDefined( teamEMPed ) )
{
if ( IsDefined( level.ac130player ) && IsDefined( level.ac130player.team ) && level.ac130player.team == teamEMPed )
level.ac130.planeModel notify( "damage", damage, attacker, direction_vec, point, meansOfDeath, modelName, tagName, partName, iDFlags, weapon );
}
else
{
if ( IsDefined( level.ac130player ) )
{
if( !IsDefined( level.ac130.owner ) || ( IsDefined( level.ac130.owner ) && level.ac130.owner != attacker ) )
level.ac130.planeModel notify( "damage", damage, attacker, direction_vec, point, meansOfDeath, modelName, tagName, partName, iDFlags, weapon );
}
}
}
destroyActiveBallDrones( attacker, teamEMPed )
{
destroyTargets( attacker, teamEMPed, level.ballDrones );
}
enableJammedEffect( flag )
{
self setEMPJammed( flag );
shakeValue = 0;
if ( flag )
{
shakeValue = 1;
}
self thread startEmpJamSequence();
}
/#
drawEMPDamageOrigin( pos, ang, radius )
{
while( GetDvarInt( "scr_emp_damage_debug" ) )
{
Line( pos, pos + ( AnglesToForward( ang ) * radius ), ( 1, 0, 0 ) );
Line( pos, pos + ( AnglesToRight( ang ) * radius ), ( 0, 1, 0 ) );
Line( pos, pos + ( AnglesToUp( ang ) * radius ), ( 0, 0, 1 ) );
Line( pos, pos - ( AnglesToForward( ang ) * radius ), ( 1, 0, 0 ) );
Line( pos, pos - ( AnglesToRight( ang ) * radius ), ( 0, 1, 0 ) );
Line( pos, pos - ( AnglesToUp( ang ) * radius ), ( 0, 0, 1 ) );
wait( 0.05 );
}
}
#/