s1-scripts-dev/raw/maps/mp/killstreaks/_dog_killstreak.gsc
2025-05-21 16:23:17 +02:00

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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
#include maps\mp\agents\_agent_utility;
#include maps\mp\gametypes\_damage;
//===========================================
// constants
//===========================================
CONST_MAX_ACTIVE_KILLSTREAK_DOGS_PER_GAME = 5;
CONST_MAX_ACTIVE_KILLSTREAK_DOGS_PER_PLAYER = 1;
CONST_MAX_ACTIVE_KILLSTREAK_AGENTS_PER_PLAYER = 2;
//===========================================
// init
//===========================================
init()
{
PreCacheModel( "animal_dobernan" );
level.killStreakFuncs["guard_dog"] = ::tryUseDog;
}
//===========================================
// setup_callbacks
//===========================================
setup_callbacks()
{
level.agent_funcs["dog"] = level.agent_funcs["player"];
level.agent_funcs["dog"]["spawn"] = ::spawn_dog;
level.agent_funcs["dog"]["on_killed"] = ::on_agent_dog_killed;
level.agent_funcs["dog"]["on_damaged"] = maps\mp\agents\_agents::on_agent_generic_damaged;
level.agent_funcs["dog"]["on_damaged_finished"] = ::on_damaged_finished;
level.agent_funcs["dog"]["think"] = maps\mp\agents\dog\_dog_think::main;
level.killstreakWieldWeapons["agent_mp"] = "agent_mp";
}
//===========================================
// tryUseDog
//===========================================
tryUseDog( lifeId, streakName )
{
return useDog();
}
//===========================================
// useDog
//===========================================
useDog()
{
// limit the number of active "dog" agents allowed per game
if( getNumActiveAgents( "dog" ) >= CONST_MAX_ACTIVE_KILLSTREAK_DOGS_PER_GAME )
{
self iPrintLnBold( &"KILLSTREAKS_TOO_MANY_DOGS" );
return false;
}
// limit the number of active "dog" agents allowed per player
if( getNumOwnedActiveAgentsByType( self, "dog" ) >= CONST_MAX_ACTIVE_KILLSTREAK_DOGS_PER_PLAYER )
{
self iPrintLnBold( &"KILLSTREAKS_ALREADY_HAVE_DOG" );
return false;
}
// limit the number of active agents allowed per player
if( getNumOwnedActiveAgents( self ) >= CONST_MAX_ACTIVE_KILLSTREAK_AGENTS_PER_PLAYER )
{
self iPrintLnBold( &"KILLSTREAKS_AGENT_MAX" );
return false;
}
// TODO: we should probably do a queue system for these, so the player can call it but it'll go into a queue for when an agent dies to open up a spot
// limit the number of active agents allowed per player
maxagents = GetMaxAgents();
if( getNumActiveAgents() >= maxagents )
{
self iPrintLnBold( &"KILLSTREAKS_UNAVAILABLE" );
return false;
}
// make sure the player is still alive before the agent trys to spawn on the player
if( !isReallyAlive( self ) )
{
return false;
}
// try to spawn the agent on a path node near the player
nearestPathNode = self getValidSpawnPathNodeNearPlayer( true );
if( !IsDefined(nearestPathNode) )
{
return false;
}
// find an available agent
agent = maps\mp\agents\_agent_common::connectNewAgent( "dog" , self.team );
if( !IsDefined( agent ) )
{
return false;
}
// set the agent to the player's team
agent set_agent_team( self.team, self );
spawnOrigin = nearestPathNode.origin;
spawnAngles = VectorToAngles( self.origin - nearestPathNode.origin );
agent thread [[ agent agentFunc("spawn") ]]( spawnOrigin, spawnAngles, self );
agent _setNameplateMaterial( "player_name_bg_green_dog", "player_name_bg_red_dog" );
if ( IsDefined( self.ballDrone ) && self.ballDrone.ballDroneType == "ball_drone_backup" )
{
self maps\mp\gametypes\_missions::processChallenge( "ch_twiceasdeadly" );
}
return true;
}
//=======================================================
// on_agent_dog_killed
//=======================================================
on_agent_dog_killed( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{
self.isActive = false;
self.hasDied = false;
eAttacker.lastKillDogTime = GetTime();
if ( IsDefined( self.animCBs.OnExit[ self.aiState ] ) )
self [[ self.animCBs.OnExit[ self.aiState ] ]] ();
// award XP for killing agents
if( isPlayer( eAttacker ) && IsDefined(self.owner) && (eAttacker != self.owner) )
{
self.owner leaderDialogOnPlayer( "dog_killed" );
self maps\mp\gametypes\_damage::onKillstreakKilled( eAttacker, sWeapon, sMeansOfDeath, iDamage, "destroyed_guard_dog" );
if ( IsPlayer( eAttacker ) )
{
eAttacker maps\mp\gametypes\_missions::processChallenge( "ch_notsobestfriend" );
// assume jumping?
if ( !self IsOnGround() )
{
eAttacker maps\mp\gametypes\_missions::processChallenge( "ch_hoopla" );
}
}
}
self SetAnimState( "death" );
animEntry = self GetAnimEntry();
animLength = GetAnimLength( animEntry );
deathAnimDuration = int( animLength * 1000 ); // duration in milliseconds
self.body = self CloneAgent( deathAnimDuration );
self PlaySound( "anml_doberman_death" );
self maps\mp\agents\_agent_utility::deactivateAgent();
self notify( "killanimscript" );
}
on_damaged_finished( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
if( !IsDefined( self.playing_pain_sound ) )
self thread play_pain_sound( 2.5 );
// damage needs to be modified depending on the weapon and hit location because the head is really easy to hit when the dog is running at you
// assuming 1.4 modifier for head shots
damageModified = iDamage;
if( IsDefined( sHitLoc ) && sHitLoc == "head" && level.gametype != "horde" )
{
damageModified = int( damageModified * 0.6 );
if ( iDamage > 0 && damageModified <= 0 )
damageModified = 1;
}
if ( self.health - damageModified > 0 )
{
self maps\mp\agents\dog\_dog_think::OnDamage( eInflictor, eAttacker, damageModified, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
}
// attack the player that has damaged them
if( IsPlayer( eAttacker ) )
{
// is the dog already attacking?
if ( IsDefined( self.attackState ) && self.attackState != "attacking" )
{
// is the attacker within the dog damaged range?
if( DistanceSquared( self.origin, eAttacker.origin ) <= self.dogDamagedRadiusSq )
{
self.favoriteEnemy = eAttacker;
self.forceAttack = true;
self thread maps\mp\agents\dog\_dog_think::watchFavoriteEnemyDeath();
}
}
}
maps\mp\agents\_agents::agent_damage_finished( eInflictor, eAttacker, damageModified, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
}
play_pain_sound( delay ) // self == dog
{
self endon( "death" );
self PlaySound( "anml_doberman_pain" );
self.playing_pain_sound = true;
wait( delay );
self.playing_pain_sound = undefined;
}
spawn_dog( optional_spawnOrigin, optional_spawnAngles, optional_owner ) // self == agent
{
if ( IsHairRunning() )
self SetModel( "animal_dobernan" );
else
self SetModel( "animal_dobernan" );
self.species = "dog";
self.OnEnterAnimState = maps\mp\agents\dog\_dog_think::OnEnterAnimState;
// allow killstreaks to pass in specific spawn locations
if( IsDefined(optional_spawnOrigin) && IsDefined(optional_spawnAngles) )
{
spawnOrigin = optional_spawnOrigin;
spawnAngles = optional_spawnAngles;
}
else
{
spawnPoint = self [[level.getSpawnPoint]]();
spawnOrigin = spawnpoint.origin;
spawnAngles = spawnpoint.angles;
}
self activateAgent();
self.spawnTime = GetTime();
self.lastSpawnTime = GetTime();
self maps\mp\agents\dog\_dog_think::init();
// called from code when an agent is done initializing after AddAgent is called
// this should set up any state specific to this agent and game
self SpawnAgent( spawnOrigin, spawnAngles, "dog_animclass", 15, 40, optional_owner );
level notify( "spawned_agent", self );
self maps\mp\agents\_agent_common::set_agent_health( 250 );
// must set the team after SpawnAgent to fix a bug with weapon crosshairs and nametags
if( IsDefined(optional_owner) )
{
self set_agent_team( optional_owner.team, optional_owner );
}
self SetThreatBiasGroup( "Dogs" );
self TakeAllWeapons();
// hide the dog, let the whistle happen, then show the dog
if( IsDefined(self.owner) )
{
self Hide();
wait( 1.0 ); // not sure what to endon for this
// The dog could have died during the 1 second wait (for example if he spawned in a kill trigger), so if that happened,
// don't start thinking since it will cause SREs due to him missing a self.agent_type
if ( !IsAlive(self) )
return;
self Show();
wait( 0.1 );
}
self thread [[ self agentFunc("think") ]]();
wait( 0.1 );
if ( IsHairRunning() )
PlayFXOnTag( level.furFX, self, "tag_origin" );
}