2025-05-21 16:23:17 +02:00

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#include common_scripts\utility;
#include maps\mp\_utility;
// the nuke will kill the other team and emp them for 60 seconds, it will also change the visionset for the level
init()
{
//level.nukeVisionSet = "aftermath";
level._effect[ "nuke_flash" ] = loadfx( "vfx/explosion/dna_bomb_flash_mp" );
level._effect[ "nuke_aftermath" ] = loadfx( "vfx/dust/nuke_aftermath_mp" );
level._effect[ "dna_bomb_body_gas" ] = loadfx( "vfx/explosion/dna_bomb_body_gas" );
game["strings"]["nuclear_strike"] = &"KILLSTREAKS_TACTICAL_NUKE";
level.killstreakFuncs["nuke"] = ::tryUseNuke;
level.killstreakWieldWeapons["nuke_mp"] = "nuke";
SetDvarIfUninitialized( "scr_nukeTimer", 10 );
SetDvarIfUninitialized( "scr_nukeCancelMode", 0 );
level.nukeTimer = getDvarInt( "scr_nukeTimer" );
level.cancelMode = getDvarInt( "scr_nukeCancelMode" );
// if( level.multiTeamBased )
// {
// for( i = 0; i < level.teamNameList.size; i++ )
// {
// level.teamNukeEMPed[level.teamNameList[i]] = false;
// }
// }
// else
// {
// level.teamNukeEMPed["allies"] = false;
// level.teamNukeEMPed["axis"] = false;
// }
level.nukeEmpTimeout = 60.0;
level.nukeEmpTimeRemaining = int( level.nukeEmpTimeout );
level.nukeInfo = spawnStruct();
level.nukeInfo.xpScalar = 2;
level.nukeDetonated = undefined;
//level thread nuke_EMPTeamTracker();
level thread onPlayerConnect();
/#
//SetDevDvarIfUninitialized( "scr_nuke_empTimeout", 60.0 );
SetDevDvarIfUninitialized( "scr_nukeDistance", 5000 );
SetDevDvarIfUninitialized( "scr_nukeEndsGame", true );
SetDevDvarIfUninitialized( "scr_nukeDebugPosition", false );
#/
}
tryUseNuke( lifeId, modules, allowCancel )
{
if( isDefined( level.nukeIncoming ) )
{
self iPrintLnBold( &"KILLSTREAKS_NUKE_ALREADY_INBOUND" );
return false;
}
if ( self isUsingRemote() )
return false;
if ( !isDefined( allowCancel ) )
allowCancel = true;
self thread doNuke( allowCancel );
self maps\mp\_matchdata::logKillstreakEvent( "nuke", self.origin );
return true;
}
delaythread_nuke( delay, func )
{
level endon ( "nuke_cancelled" );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( delay );
thread [[ func ]]();
}
doNuke( allowCancel )
{
level endon ( "nuke_cancelled" );
level.nukeInfo.player = self;
level.nukeInfo.team = self.pers["team"];
level.nukeIncoming = true;
SetOmnvar( "ui_bomb_timer", 4 ); // Nuke sets '4' to avoid briefcase icon showing
if( level.teambased )
{
thread teamPlayerCardSplash( "used_nuke", self, self.team );
}
else
{
if( !level.hardcoreMode )
self IPrintLnBold( &"MP_FRIENDLY_TACTICAL_NUKE" );
}
level thread delaythread_nuke( (level.nukeTimer - 3.3), ::nukeSoundIncoming );
level thread delaythread_nuke( level.nukeTimer, ::nukeSoundExplosion );
level thread delaythread_nuke( level.nukeTimer, ::nukeSlowMo );
level thread delaythread_nuke( (level.nukeTimer - 0.32 ), ::nukeEffects );
level thread delaythread_nuke( (level.nukeTimer - 0.1), ::nukeVision );
level thread delaythread_nuke( (level.nukeTimer + 0.5), ::nukeDeath );
level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeEarthquake );
level thread nukeAftermathEffect();
level thread update_ui_timers();
if ( level.cancelMode && allowCancel )
level thread cancelNukeOnDeath( self );
// need objects to play sound off of, i'm keeping them on level so we don't spawn them more than once if multiple nukes get called in a match
if( !IsDefined( level.nuke_clockObject ) )
{
level.nuke_clockObject = Spawn( "script_origin", (0,0,0) );
level.nuke_clockObject hide();
}
if( !IsDefined( level.nuke_soundObject ) )
{
level.nuke_soundObject = Spawn( "script_origin", (0,0,1) );
level.nuke_soundObject hide();
}
nukeTimer = level.nukeTimer;
while( nukeTimer > 0 )
{
// TODO: get a new sound for this so we don't remind people of the old nuke
level.nuke_clockObject playSound( "ks_dna_warn_timer" );
wait( 1.0 );
nukeTimer--;
}
}
cancelNukeOnDeath( player )
{
player waittill_any( "death", "disconnect" );
// if ( isDefined( player ) && level.cancelMode == 2 )
// player thread maps\mp\killstreaks\_emp::EMP_Use( 0, 0 );
SetOmnvar( "ui_bomb_timer", 0 ); // Nuke sets '4' to avoid briefcase icon showing
level.nukeIncoming = undefined;
level notify ( "nuke_cancelled" );
}
nukeSoundIncoming()
{
level endon ( "nuke_cancelled" );
if( IsDefined( level.nuke_soundObject ) )
level.nuke_soundObject PlaySound( "ks_dna_incoming" );
}
nukeSoundExplosion()
{
level endon ( "nuke_cancelled" );
if( IsDefined( level.nuke_soundObject ) )
{
level.nuke_soundObject PlaySound( "ks_dna_explosion" );
level.nuke_soundObject PlaySound( "ks_dna_wave" );
}
}
nukeEffects()
{
level endon ( "nuke_cancelled" );
//SetOmnvar( "ui_bomb_timer", 0 );
//level.nukeDetonated = true;
foreach( player in level.players )
{
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeDistance = 300;
// /# nukeDistance = getDvarInt( "scr_nukeDistance" ); #/
nukeEnt = Spawn( "script_model", player.origin + ( playerForward * nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
/#
if ( getDvarInt( "scr_nukeDebugPosition" ) )
{
lineTop = ( nukeEnt.origin[0], nukeEnt.origin[1], (nukeEnt.origin[2] + 500) );
thread draw_line_for_time( nukeEnt.origin, lineTop, 1, 0, 0, 10 );
}
#/
nukeEnt thread nukeEffect( player );
}
}
nukeEffect( player )
{
level endon ( "nuke_cancelled" );
player endon( "disconnect" );
waitframe();
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self , "tag_origin", player );
}
nukeAftermathEffect()
{
level endon ( "nuke_cancelled" );
level waittill ( "spawning_intermission" );
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
}
nukeSlowMo()
{
level endon ( "nuke_cancelled" );
SetOmnvar( "ui_bomb_timer", 0 );
SetSlowMotion( 1.0, 0.25, 0.5 );
level waittill( "nuke_death" );
SetSlowMotion( 0.25, 1, 2.0 );
}
nukeVision()
{
level endon ( "nuke_cancelled" );
level.nukeVisionInProgress = true;
foreach (player in level.players)
{
player SetClientTriggerVisionSet("dna_bomb", 0.5 );
player thread maps\mp\_flashgrenades::applyFlash( 1.6, 0.35 );
}
level waittill( "nuke_death" );
//time for fog to linger
wait 3.0;
foreach (player in level.players)
player SetClientTriggerVisionSet("", 10 );
// turn off nuke vision set
level.nukeVisionInProgress = undefined;
}
nukeDeath()
{
level endon ( "nuke_cancelled" );
level notify( "nuke_death" );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
AmbientStop(1);
counter = 0;
foreach( player in level.players )
{
// don't kill teammates
if( level.teambased )
{
if( IsDefined( level.nukeInfo.team ) && player.team == level.nukeInfo.team )
continue;
}
// ffa, don't kill the player who called it
else
{
if( IsDefined( level.nukeInfo.player ) && player == level.nukeInfo.player )
continue;
}
player.nuked = true;
if ( isAlive( player ) )
{
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( level.nukeInfo.player, level.nukeInfo.player, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
if ( IsDefined( player.isJuggernaut ) && player.isJuggernaut == true )
{
player DoDamage( 1, player.origin, level.nukeInfo.player, level.nukeInfo.player, "MOD_EXPLOSIVE", "nuke_mp" );
}
//play vfx on corpses, use counter delay so all players don't get called on same frame
delayThread( counter + 1, ::bodyGasFX, player.body );
counter += 0.05;
}
}
// emp jam them after death, if we do before then the timing is off
level thread nuke_EMPJam();
// since the nuke death happened, the nuke is no longer incoming
level.nukeIncoming = undefined;
}
bodyGasFX( ent )
{
if ( isDefined(ent) )
playfxontag( getfx( "dna_bomb_body_gas" ), ent, "J_SPINELOWER" );
}
nukeEarthquake()
{
level endon ( "nuke_cancelled" );
level waittill( "nuke_death" );
// TODO: need to get a different position to call this on
//earthquake( 0.6, 10, nukepos, 100000 );
//foreach( player in level.players )
//player PlayRumbleOnEntity( "damage_heavy" );
}
nuke_EMPJam()
{
level endon ( "game_ended" );
// since nukes do emp damage, might as well emp jam for a little while also
// set this up to end itself if called again
level notify( "nuke_EMPJam" );
level endon( "nuke_EMPJam" );
if( level.multiTeamBased )
{
//nuke all other teams
for( i = 0; i < level.teamNameList.size; i++ )
{
if( level.nukeInfo.team != level.teamNameList[i] )
{
level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player, level.teamNameList[i] );
}
}
}
else if( level.teambased )
{
level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player, getOtherTeam( level.nukeInfo.team ) );
}
else
{
level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player, getOtherTeam( level.nukeInfo.team ) );
}
level notify( "nuke_emp_update" );
/#
level.nukeEmpTimeout = GetDvarFloat( "scr_nuke_empTimeout" );
#/
/*level thread keepNukeEMPTimeRemaining();
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( level.nukeEmpTimeout );
if( level.multiTeamBased )
{
//nuke all other teams
for( i = 0; i < level.teamNameList.size; i++ )
{
if( level.nukeInfo.team != level.teamNameList[i] )
{
level.teamNukeEMPed[level.teamNameList[i]] = false;
}
}
}
else if( level.teambased )
{
level.teamNukeEMPed[ getOtherTeam( level.nukeInfo.team ) ] = false;
}
else
{
level.teamNukeEMPed[ level.nukeInfo.team ] = false;
level.teamNukeEMPed[ getOtherTeam( level.nukeInfo.team ) ] = false;
}
foreach( player in level.players )
{
if( level.teambased && player.team == level.nukeInfo.team )
continue;
player.nuked = undefined;
}
// we want the nuke vision to last the rest of this match, leaving here in case we change our minds :)
level.nukeVisionInProgress = undefined;
VisionSetNaked( "", 5.0 ); // go to default visionset*/
level notify( "nuke_emp_update" );
level notify ( "nuke_emp_ended" );
}
keepNukeEMPTimeRemaining()
{
level notify( "keepNukeEMPTimeRemaining" );
level endon( "keepNukeEMPTimeRemaining" );
level endon( "nuke_emp_ended" );
// we need to know how much time is left for the unavailable string
level.nukeEmpTimeRemaining = int( level.nukeEmpTimeout );
while( level.nukeEmpTimeRemaining )
{
wait( 1.0 );
level.nukeEmpTimeRemaining--;
}
}
nuke_EMPTeamTracker()
{
level endon ( "game_ended" );
for ( ;; )
{
level waittill_either ( "joined_team", "nuke_emp_update" );
foreach ( player in level.players )
{
if ( player.team == "spectator" )
continue;
if( level.teambased )
{
if( IsDefined( level.nukeInfo.team ) && player.team == level.nukeInfo.team )
continue;
}
else
{
if( IsDefined( level.nukeInfo.player ) && player == level.nukeInfo.player )
continue;
}
// if this nuke emp is over, let's do an extra check to make sure we shouldn't be regular emped, isEmped() does the extra emp check
if( !level.teamNukeEMPed[ player.team ] && !player isEMPed() )
player SetEMPJammed( false );
else
player SetEMPJammed( true );
}
}
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill( "spawned_player" );
if( isDefined ( level.nukeVisionInProgress ) )
{
self SetClientTriggerVisionSet("dna_bomb" );
waitframe();
self SetClientTriggerVisionSet("", 10 );
}
/*if( level.teamNukeEMPed[ self.team ] )
{
if( level.teambased )
self SetEMPJammed( true );
else
{
if( !IsDefined( level.nukeInfo.player ) || ( IsDefined( level.nukeInfo.player ) && self != level.nukeInfo.player ) )
self SetEMPJammed( true );
}
}
// make sure the vision set stays on between deaths
if( IsDefined( level.nukeDetonated ) )
self VisionSetNakedForPlayer( level.nukeVisionSet, 0 );
*/
}
}
update_ui_timers()
{
level endon ( "game_ended" );
level endon ( "disconnect" );
level endon ( "nuke_cancelled" );
level endon ( "nuke_death" );
nukeEndMilliseconds = (level.nukeTimer * 1000) + gettime();
SetOmnvar( "ui_nuke_end_milliseconds", nukeEndMilliseconds );
level waittill( "host_migration_begin" );
timePassed = maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
if ( timePassed > 0 )
{
SetOmnvar( "ui_nuke_end_milliseconds", nukeEndMilliseconds + timePassed );
}
}