6261 lines
143 KiB
Plaintext
6261 lines
143 KiB
Plaintext
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#using scripts\codescripts\struct;
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#using scripts\shared\array_shared;
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#using scripts\shared\clientfield_shared;
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#using scripts\shared\flag_shared;
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#using scripts\shared\hud_message_shared;
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#using scripts\shared\laststand_shared;
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#using scripts\shared\util_shared;
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#insert scripts\shared\shared.gsh;
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#insert scripts\shared\statstable_shared.gsh;
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#using scripts\shared\ai\zombie_utility;
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#using scripts\zm\_util;
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#using scripts\zm\_zm;
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#using scripts\zm\_zm_ai_faller;
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#using scripts\zm\_zm_audio;
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#using scripts\zm\_zm_bgb;
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#using scripts\zm\_zm_equipment;
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#using scripts\zm\_zm_laststand;
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#using scripts\zm\_zm_perks;
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#using scripts\zm\_zm_power;
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#using scripts\zm\_zm_powerups;
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#using scripts\zm\_zm_server_throttle;
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#using scripts\zm\_zm_stats;
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#using scripts\zm\_zm_spawner;
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#using scripts\zm\_zm_weapons;
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#insert scripts\zm\_zm_perks.gsh;
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#insert scripts\zm\_zm_utility.gsh;
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#namespace zm_utility;
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function init_utility()
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{
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// level thread edge_fog_start();
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// level thread hudelem_count();
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}
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function is_Classic()
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{
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return true;
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}
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function is_Standard()
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{
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dvar = GetDvarString( "ui_gametype" );
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if ( dvar == "zstandard" )
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{
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return true;
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}
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return false;
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}
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function ConvertSecondsToMilliseconds( seconds )
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{
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return ( seconds * 1000 );
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}
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function is_player()
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{
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return ( IsPlayer( self ) || ( IsDefined( self.pers ) && IS_TRUE( self.pers[ "isBot" ] ) ) );
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}
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// self is Ai and chunk is selected piece
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function lerp( chunk )
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{
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// anim_reach_aligned
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link = Spawn( "script_origin", self GetOrigin() ); // link is a new origin of the ai
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link.angles = self.first_node.angles ; // link now has the angles of itself, perhaps these angles aren't coming over..
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self LinkTo(link); // link ai + origin to chunk + origin
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// link RotateTo(chunk.origin GetTagAngles("Tag_bottom"), level._CONTEXTUAL_GRAB_LERP_TIME); // this should angle him to spot
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// link MoveTo(chunk.origin GetTagOrigin("Tag_bottom"), level._CONTEXTUAL_GRAB_LERP_TIME); // this should move him over to spot
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// I need to have the offest for the bar
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link RotateTo(self.first_node.angles , level._CONTEXTUAL_GRAB_LERP_TIME); // this should angle him to spot
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link MoveTo(self.attacking_spot , level._CONTEXTUAL_GRAB_LERP_TIME); // this should move him over to spot
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//link RotateTo(self GetTagAngles ("Tag_player"), level._CONTEXTUAL_GRAB_LERP_TIME); // this should angle him to spot
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//link MoveTo(self GetTagOrigin ("Tag_player"), level._CONTEXTUAL_GRAB_LERP_TIME); // this should move him over to spot
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link util::waittill_multiple("rotatedone", "movedone");
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self Unlink();
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link Delete();
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return;
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}
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function recalc_zombie_array()
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{
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/*
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enemies = [];
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level.current_zombie_array = [];
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enemies = GetAiSpeciesArray( level.zombie_team, "all" );
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for( i = 0; i < enemies.size; i++ )
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{
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if ( IS_TRUE( enemies[i].ignore_enemy_count ) )
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{
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continue;
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}
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ARRAY_ADD( level.current_zombie_array, enemies[i] );
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}
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level.current_zombie_count = level.current_zombie_array.size;
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*/
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}
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function init_zombie_run_cycle()
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{
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if ( isdefined( level.speed_change_round ) )
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{
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if ( level.round_number >= level.speed_change_round )
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{
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speed_percent = 0.2 + ( ( level.round_number - level.speed_change_round ) * 0.2 );
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speed_percent = min( speed_percent, 1 );
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change_round_max = Int( level.speed_change_max * speed_percent );
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change_left = change_round_max - level.speed_change_num;
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if ( change_left == 0 )
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{
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self zombie_utility::set_zombie_run_cycle();
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return;
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}
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change_speed = RandomInt( 100 );
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if ( change_speed > 80 )
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{
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self change_zombie_run_cycle();
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return;
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}
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zombie_count = zombie_utility::get_current_zombie_count();
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zombie_left = level.zombie_ai_limit - zombie_count;
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if ( zombie_left == change_left ) // need to force the speed change at this point
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{
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self change_zombie_run_cycle();
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return;
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}
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}
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}
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self zombie_utility::set_zombie_run_cycle();
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}
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function change_zombie_run_cycle()
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{
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level.speed_change_num++;
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if ( level.gamedifficulty == 0 )
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{
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self zombie_utility::set_zombie_run_cycle( "sprint" );
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}
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else
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{
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/*
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iprintln( "walker round " + level.round_number + " change " + level.speed_change_num );
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*/
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self zombie_utility::set_zombie_run_cycle( "walk" );
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}
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self thread speed_change_watcher();
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}
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function make_supersprinter()
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{
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self zombie_utility::set_zombie_run_cycle( "super_sprint" );
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}
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function speed_change_watcher()
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{
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self waittill( "death" );
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if ( level.speed_change_num > 0 )
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{
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level.speed_change_num--;
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}
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}
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function move_zombie_spawn_location(spot)
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{
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self endon( "death" );
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if(IsDefined(self.spawn_pos))
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{
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self notify("risen", self.spawn_pos.script_string );
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return;
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}
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self.spawn_pos = spot;
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// give target from spawn location to spawner to path
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if(IsDefined(spot.target))
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{
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self.target = spot.target;
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}
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if(IsDefined(spot.zone_name))
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{
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self.zone_name = spot.zone_name;
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self.previous_zone_name = spot.zone_name;
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}
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if(IsDefined(spot.script_parameters))
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{
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self.script_parameters = spot.script_parameters;
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}
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if(!IsDefined(spot.script_noteworthy))
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{
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spot.script_noteworthy = "spawn_location";
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}
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tokens = StrTok( spot.script_noteworthy, " " );
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foreach ( index, token in tokens )
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{
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// time bomb needs to spawn zombies away from their original spawn point; this should point to a struct
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if ( IsDefined( self.spawn_point_override ) )
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{
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spot = self.spawn_point_override;
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token = spot.script_noteworthy;
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}
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if ( token == "custom_spawner_entry" )
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{
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next_token = index + 1;
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if ( IsDefined( tokens[ next_token ] ) )
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{
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str_spawn_entry = tokens[ next_token ];
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if ( IsDefined( level.custom_spawner_entry ) && IsDefined( level.custom_spawner_entry[ str_spawn_entry ] ) )
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{
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self thread [[ level.custom_spawner_entry[ str_spawn_entry ] ]]( spot );
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continue;
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}
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}
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}
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if(token == "riser_location")
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{
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self thread zm_spawner::do_zombie_rise(spot);
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}
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else if (token == "faller_location")
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{
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self thread zm_ai_faller::do_zombie_fall(spot);
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}
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else if (token == "spawn_location" )
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{
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// anchor defined by some other custom spawner behavior, so bypass standard behavior
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if ( IsDefined( self.anchor ) )
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{
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return;
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}
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self.anchor = spawn("script_origin", self.origin);
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self.anchor.angles = self.angles;
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self linkto(self.anchor);
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self.anchor thread anchor_delete_failsafe( self );
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if( !isDefined( spot.angles ) )
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{
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spot.angles = (0, 0, 0);
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}
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self Ghost();
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self.anchor moveto(spot.origin, .05);
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self.anchor waittill("movedone");
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// face goal
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target_org = zombie_utility::get_desired_origin();
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if (IsDefined(target_org))
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{
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anim_ang = VectorToAngles(target_org - self.origin);
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self.anchor RotateTo((0, anim_ang[1], 0), .05);
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self.anchor waittill("rotatedone");
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}
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if(isDefined(level.zombie_spawn_fx))
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{
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playfx(level.zombie_spawn_fx,spot.origin);
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}
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self unlink();
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if(isDefined(self.anchor))
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{
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self.anchor delete();
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}
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if(!IS_TRUE(self.dontShow))
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{
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self Show();
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}
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self notify("risen", spot.script_string );
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}
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}
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}
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// self is an anchor script_origin
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// There is a very small window where a zombie could be killed and the anchor would be left hanging around.
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function anchor_delete_failsafe( ai_zombie )
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{
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ai_zombie endon( "risen" );
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ai_zombie waittill( "death" );
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if( isdefined( self ) )
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{
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self Delete();
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}
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}
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function run_spawn_functions()
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{
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self endon( "death" );
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waittillframeend; // spawn functions should override default settings, so they need to be last
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for (i = 0; i < level.spawn_funcs[ self.team ].size; i++)
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{
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func = level.spawn_funcs[ self.team ][ i ];
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util::single_thread(self, func[ "function" ], func[ "param1" ], func[ "param2" ], func[ "param3" ], func[ "param4" ], func[ "param5" ] );
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}
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if ( IsDefined( self.spawn_funcs ))
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{
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for (i = 0; i < self.spawn_funcs.size; i++)
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{
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func = self.spawn_funcs[ i ];
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util::single_thread(self, func[ "function" ], func[ "param1" ], func[ "param2" ], func[ "param3" ], func[ "param4" ] );
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}
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/#
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self.saved_spawn_functions = self.spawn_funcs;
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#/
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self.spawn_funcs = undefined;
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/#
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// keep them around in developer mode, for debugging
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self.spawn_funcs = self.saved_spawn_functions;
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self.saved_spawn_functions = undefined;
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#/
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self.spawn_funcs = undefined;
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}
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}
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function create_simple_hud( client, team )
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{
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if ( IsDefined( team ) )
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{
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hud = NewTeamHudElem( team );
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hud.team = team;
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}
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else
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{
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if( IsDefined( client ) )
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{
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hud = NewClientHudElem( client );
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}
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else
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{
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hud = NewHudElem();
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}
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}
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level.hudelem_count++;
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hud.foreground = true;
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hud.sort = 1;
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hud.hidewheninmenu = false;
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return hud;
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}
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function destroy_hud()
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{
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level.hudelem_count--;
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self Destroy();
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}
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// self = exterior_goal which is barrier_chunks
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function all_chunks_intact( barrier, barrier_chunks )
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{
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if(isdefined(barrier.zbarrier))
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{
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pieces = barrier.zbarrier GetZBarrierPieceIndicesInState("closed");
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if(pieces.size != barrier.zbarrier GetNumZBarrierPieces())
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{
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return false;
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}
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}
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else
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{
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for( i = 0; i < barrier_chunks.size; i++ ) // Count up barrier_chunks total size
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{
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if( barrier_chunks[i] get_chunk_state() != "repaired" ) // if any piece has the state of not repaired then return false
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{
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return false;
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}
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}
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}
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return true; // if the board has been repaired then return true
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}
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// self = exterior_goal which is barrier_chunks
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function no_valid_repairable_boards( barrier, barrier_chunks )
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{
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if(isdefined(barrier.zbarrier))
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{
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pieces = barrier.zbarrier GetZBarrierPieceIndicesInState("open");
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if(pieces.size)
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{
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return false;
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}
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}
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else
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{
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for( i = 0; i < barrier_chunks.size; i++ ) // Count up barrier_chunks total size
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{
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if( barrier_chunks[i] get_chunk_state() == "destroyed" ) // if any piece has been destroyed return false
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{
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return false;
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}
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}
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}
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return true; // if any piece is not destroyed then return true
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}
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function is_Survival()
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{
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return false;
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}
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function is_Encounter()
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{
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return false;
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}
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function all_chunks_destroyed( barrier, barrier_chunks )
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{
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if(isdefined(barrier.zbarrier))
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{
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pieces = ArrayCombine(barrier.zbarrier GetZBarrierPieceIndicesInState("open"), barrier.zbarrier GetZBarrierPieceIndicesInState("opening"), true, false);
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if(pieces.size != barrier.zbarrier GetNumZBarrierPieces())
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{
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return false;
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}
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}
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else if( IsDefined( barrier_chunks ) )
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{
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||
|
ASSERT( IsDefined(barrier_chunks), "zombie_utility::all_chunks_destroyed - Barrier chunks undefined" );
|
||
|
for( i = 0; i < barrier_chunks.size; i++ )
|
||
|
{
|
||
|
if( barrier_chunks[i] get_chunk_state() != "destroyed" )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
function check_point_in_playable_area( origin )
|
||
|
{
|
||
|
playable_area = getentarray("player_volume","script_noteworthy");
|
||
|
|
||
|
if ( !IsDefined( level.check_model ) )
|
||
|
{
|
||
|
level.check_model = spawn ("script_model", origin + (0,0,40));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.check_model.origin = origin + ( 0, 0, 40 );
|
||
|
}
|
||
|
|
||
|
valid_point = false;
|
||
|
for (i = 0; i < playable_area.size; i++)
|
||
|
{
|
||
|
if (level.check_model istouching(playable_area[i]))
|
||
|
{
|
||
|
valid_point = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return valid_point;
|
||
|
}
|
||
|
|
||
|
//*****************************************************************************
|
||
|
// origin -
|
||
|
// zone_is_active - (optional) if set the zone must also be active as well
|
||
|
// player_zones - (optional) optimization
|
||
|
//*****************************************************************************
|
||
|
|
||
|
//aka check_point_in_active_zone( origin )
|
||
|
function check_point_in_enabled_zone( origin, zone_is_active, player_zones )
|
||
|
{
|
||
|
if( !IsDefined(player_zones) )
|
||
|
{
|
||
|
player_zones = getentarray("player_volume","script_noteworthy");
|
||
|
}
|
||
|
|
||
|
if( !isDefined( level.zones ) || !isDefined( player_zones ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( level.e_check_point ) )
|
||
|
{
|
||
|
// Just spawn the checker entity once and move it around as needed instead of creating and deleting all the time
|
||
|
level.e_check_point = spawn( "script_origin", origin+(0, 0, 40) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.e_check_point.origin = origin+(0,0,40);
|
||
|
}
|
||
|
|
||
|
one_valid_zone = false;
|
||
|
for( i = 0; i < player_zones.size; i++ )
|
||
|
{
|
||
|
if( level.e_check_point IsTouching( player_zones[i] ) )
|
||
|
{
|
||
|
zone = level.zones[player_zones[i].targetname];
|
||
|
|
||
|
if( IsDefined(zone) && IS_TRUE(zone.is_enabled) )
|
||
|
{
|
||
|
if( IsDefined(zone_is_active) && (zone_is_active == true) && !IS_TRUE(zone.is_active) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
one_valid_zone = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return one_valid_zone;
|
||
|
}
|
||
|
|
||
|
function round_up_to_ten( score )
|
||
|
{
|
||
|
new_score = score - score % 10;
|
||
|
if( new_score < score )
|
||
|
{
|
||
|
new_score += 10;
|
||
|
}
|
||
|
return new_score;
|
||
|
}
|
||
|
|
||
|
function round_up_score( score, value )
|
||
|
{
|
||
|
score = int(score); // Make sure it's an int or modulus will die
|
||
|
|
||
|
new_score = score - score % value;
|
||
|
if( new_score < score )
|
||
|
{
|
||
|
new_score += value;
|
||
|
}
|
||
|
return new_score;
|
||
|
}
|
||
|
|
||
|
function halve_score( n_score )
|
||
|
{
|
||
|
n_score = n_score / 2;
|
||
|
n_score = zm_utility::round_up_score( n_score, 10 );
|
||
|
|
||
|
return n_score;
|
||
|
}
|
||
|
|
||
|
function random_tan()
|
||
|
{
|
||
|
rand = randomint( 100 );
|
||
|
|
||
|
if(isDefined(level.char_percent_override) )
|
||
|
{
|
||
|
percentNotCharred = level.char_percent_override;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
percentNotCharred = 65;
|
||
|
}
|
||
|
|
||
|
// if( rand > percentNotCharred )
|
||
|
// {
|
||
|
// self StartTanning();
|
||
|
// }
|
||
|
// PI_CHANGE_END
|
||
|
}
|
||
|
|
||
|
// Returns the amount of places before the decimal, ie 1000 = 4, 100 = 3...
|
||
|
function places_before_decimal( num )
|
||
|
{
|
||
|
abs_num = abs( num );
|
||
|
count = 0;
|
||
|
while( 1 )
|
||
|
{
|
||
|
abs_num *= 0.1; // Really doing num / 10
|
||
|
count += 1;
|
||
|
|
||
|
if( abs_num < 1 )
|
||
|
{
|
||
|
return count;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function create_zombie_point_of_interest( attract_dist, num_attractors, added_poi_value, start_turned_on, initial_attract_func, arrival_attract_func,poi_team )
|
||
|
{
|
||
|
if( !isDefined( added_poi_value ) )
|
||
|
{
|
||
|
self.added_poi_value = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.added_poi_value = added_poi_value;
|
||
|
}
|
||
|
|
||
|
if( !isDefined( start_turned_on ) )
|
||
|
{
|
||
|
start_turned_on = true;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( attract_dist ) )
|
||
|
{
|
||
|
attract_dist = 1536; // Covers all available zombies within a given district
|
||
|
}
|
||
|
|
||
|
self.script_noteworthy = "zombie_poi";
|
||
|
self.poi_active = start_turned_on;
|
||
|
|
||
|
if( isDefined( attract_dist ) )
|
||
|
{
|
||
|
self.max_attractor_dist = attract_dist;
|
||
|
self.poi_radius = attract_dist * attract_dist;
|
||
|
}
|
||
|
else // This poi has no maximum attract distance, it will attract all zombies
|
||
|
{
|
||
|
self.poi_radius = undefined;
|
||
|
}
|
||
|
self.num_poi_attracts = num_attractors;
|
||
|
self.attract_to_origin = true;
|
||
|
self.attractor_array = [];
|
||
|
self.initial_attract_func = undefined;
|
||
|
self.arrival_attract_func = undefined;
|
||
|
if(isDefined(poi_team))
|
||
|
{
|
||
|
self._team = poi_team;
|
||
|
}
|
||
|
|
||
|
// any special functions for initial reaction or arrival at the poi are stored here for get_zombie_point_of_intrest
|
||
|
if( IsDefined( initial_attract_func ) )
|
||
|
{
|
||
|
self.initial_attract_func = initial_attract_func;
|
||
|
}
|
||
|
|
||
|
if( IsDefined( arrival_attract_func ) )
|
||
|
{
|
||
|
self.arrival_attract_func = arrival_attract_func;
|
||
|
}
|
||
|
|
||
|
ARRAY_ADD( level.zombie_poi_array, self );
|
||
|
self thread zm_utility::watch_for_poi_death();
|
||
|
|
||
|
}
|
||
|
|
||
|
function watch_for_poi_death()
|
||
|
{
|
||
|
self waittill( "death" );
|
||
|
|
||
|
//Remove from list
|
||
|
if ( IsInArray( level.zombie_poi_array, self ) )
|
||
|
{
|
||
|
ArrayRemoveValue( level.zombie_poi_array, self );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function debug_draw_new_attractor_positions()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
foreach( attract in self.attractor_positions )
|
||
|
{
|
||
|
passed = BulletTracePassed( attract[0] + (0, 0, 24), self.origin + (0, 0, 24), false, self );
|
||
|
if ( passed )
|
||
|
{
|
||
|
/# debugstar( attract[0], 6, (1,1,1) ); #/
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
/# debugstar( attract[0], 6, (1,0,0) ); #/
|
||
|
}
|
||
|
}
|
||
|
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function create_zombie_point_of_interest_attractor_positions( num_attract_dists, attract_dist )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if( !isdefined( self.num_poi_attracts ) || (isDefined(self.script_noteworthy) && self.script_noteworthy != "zombie_poi" ))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !isdefined( num_attract_dists ) ) // TODO Holdover from previous logic. Should be reevaluated
|
||
|
{
|
||
|
num_attract_dists = 4;
|
||
|
}
|
||
|
|
||
|
// Creates matrix of attraction points and assigns them to grenade
|
||
|
queryResult = PositionQuery_Source_Navigation( self.origin, (attract_dist / 2), self.max_attractor_dist, (attract_dist / 2), (attract_dist / 2), true, (attract_dist / 2) );
|
||
|
|
||
|
if( queryResult.data.size < self.num_poi_attracts )
|
||
|
{
|
||
|
self.num_poi_attracts = queryResult.data.size;
|
||
|
}
|
||
|
for ( i = 0; i < self.num_poi_attracts; i++ )
|
||
|
{
|
||
|
if ( IS_TRUE( level.validate_poi_attractors ) )
|
||
|
{
|
||
|
passed = BulletTracePassed( queryResult.data[i].origin + (0, 0, 24), self.origin + (0, 0, 24), false, self );
|
||
|
if ( passed )
|
||
|
{
|
||
|
self.attractor_positions[i][0] = queryResult.data[i].origin;
|
||
|
self.attractor_positions[i][1] = self;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.attractor_positions[i][0] = queryResult.data[i].origin;
|
||
|
self.attractor_positions[i][1] = self;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( !IsDefined( self.attractor_positions ) )
|
||
|
{
|
||
|
self.attractor_positions = [];
|
||
|
}
|
||
|
|
||
|
self.num_attract_dists = num_attract_dists;
|
||
|
|
||
|
// The last index in the attractor_position arrays for each of the possible distances. The array is a holdover from previous logic.
|
||
|
self.last_index = [];
|
||
|
for( i = 0; i < num_attract_dists; i++ )
|
||
|
{
|
||
|
self.last_index[i] = -1;
|
||
|
}
|
||
|
|
||
|
// Represents origin point TODO Holdover from previous logic. Should be reevaluated
|
||
|
self.last_index[0] = 1;
|
||
|
|
||
|
// Represents total number of attraction points TODO Holdover from previous logic. Should be reevaluated
|
||
|
self.last_index[1] = self.attractor_positions.size;
|
||
|
|
||
|
self.attract_to_origin = false;
|
||
|
|
||
|
self notify( "attractor_positions_generated" );
|
||
|
level notify( "attractor_positions_generated" );
|
||
|
|
||
|
// self thread debug_draw_new_attractor_positions();
|
||
|
}
|
||
|
|
||
|
function generated_radius_attract_positions( forward, offset, num_positions, attract_radius )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
epsilon = 1;
|
||
|
failed = 0;
|
||
|
degs_per_pos = 360 / num_positions;
|
||
|
for( i = offset; i < 360+offset; i += degs_per_pos )
|
||
|
{
|
||
|
altforward = forward * attract_radius;
|
||
|
rotated_forward = ( (cos(i)*altforward[0] - sin(i)*altforward[1]), (sin(i)*altforward[0] + cos(i)*altforward[1]), altforward[2] );
|
||
|
|
||
|
if(isDefined(level.poi_positioning_func))
|
||
|
{
|
||
|
pos = [[level.poi_positioning_func]](self.origin, rotated_forward);
|
||
|
}
|
||
|
else if(IS_TRUE(level.use_alternate_poi_positioning))
|
||
|
{
|
||
|
pos = zm_server_throttle::server_safe_ground_trace( "poi_trace", 10, self.origin + rotated_forward + ( 0, 0, 10 ) ); //only trace from 10 units above instead of 100 units
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pos = zm_server_throttle::server_safe_ground_trace( "poi_trace", 10, self.origin + rotated_forward + ( 0, 0, 100 ) );
|
||
|
}
|
||
|
|
||
|
if(!isDefined(pos))
|
||
|
{
|
||
|
failed++;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if(IS_TRUE(level.use_alternate_poi_positioning)) // Attractors are defined and sent to the array here
|
||
|
{
|
||
|
if ( isDefined( self ) && isDefined( self.origin ) )
|
||
|
{
|
||
|
if( self.origin[2] >= (pos[2]-epsilon) && self.origin[2] - pos[2] <= 150 )
|
||
|
{
|
||
|
pos_array = [];
|
||
|
pos_array[0] = pos;
|
||
|
pos_array[1] = self;
|
||
|
ARRAY_ADD( self.attractor_positions , pos_array );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
failed++;
|
||
|
}
|
||
|
}
|
||
|
else if(abs( pos[2] - self.origin[2] ) < 60 )
|
||
|
{
|
||
|
pos_array = [];
|
||
|
pos_array[0] = pos;
|
||
|
pos_array[1] = self;
|
||
|
ARRAY_ADD( self.attractor_positions , pos_array );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
failed++;
|
||
|
}
|
||
|
}
|
||
|
return failed;
|
||
|
}
|
||
|
|
||
|
function debug_draw_attractor_positions()
|
||
|
{
|
||
|
/#
|
||
|
while( true )
|
||
|
{
|
||
|
while( !isDefined( self.attractor_positions ) )
|
||
|
{
|
||
|
WAIT_SERVER_FRAME;
|
||
|
continue;
|
||
|
}
|
||
|
for( i = 0; i < self.attractor_positions.size; i++ )
|
||
|
{
|
||
|
Line( self.origin, self.attractor_positions[i][0], (1, 0, 0), true, 1 );
|
||
|
}
|
||
|
WAIT_SERVER_FRAME;
|
||
|
if( !IsDefined( self ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function debug_draw_claimed_attractor_positions()
|
||
|
{
|
||
|
/#
|
||
|
while( true )
|
||
|
{
|
||
|
while( !isDefined( self.claimed_attractor_positions ) )
|
||
|
{
|
||
|
WAIT_SERVER_FRAME;
|
||
|
continue;
|
||
|
}
|
||
|
for( i = 0; i < self.claimed_attractor_positions.size; i++ )
|
||
|
{
|
||
|
Line( self.origin, self.claimed_attractor_positions[i][0], (0, 1, 0), true, 1 );
|
||
|
}
|
||
|
WAIT_SERVER_FRAME;
|
||
|
if( !IsDefined( self ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function get_zombie_point_of_interest( origin, poi_array )
|
||
|
{
|
||
|
AIProfile_BeginEntry( "get_zombie_point_of_interest" );
|
||
|
|
||
|
if ( IS_TRUE( self.ignore_all_poi ) )
|
||
|
{
|
||
|
AIProfile_EndEntry();
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
curr_radius = undefined;
|
||
|
|
||
|
if ( isdefined( poi_array ) )
|
||
|
{
|
||
|
ent_array = poi_array;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent_array = level.zombie_poi_array;//getEntArray( "zombie_poi", "script_noteworthy" );
|
||
|
}
|
||
|
|
||
|
best_poi = undefined;
|
||
|
position = undefined;
|
||
|
best_dist = 10000 * 10000;
|
||
|
|
||
|
for( i = 0; i < ent_array.size; i++ )
|
||
|
{
|
||
|
if( !isDefined( ent_array[i] ) || !isDefined( ent_array[i].poi_active ) || !ent_array[i].poi_active )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( isDefined( self.ignore_poi_targetname ) && self.ignore_poi_targetname.size > 0 )
|
||
|
{
|
||
|
if ( isDefined( ent_array[i].targetname ) )
|
||
|
{
|
||
|
ignore = false;
|
||
|
for ( j = 0; j < self.ignore_poi_targetname.size; j++ )
|
||
|
{
|
||
|
if ( ent_array[i].targetname == self.ignore_poi_targetname[j] )
|
||
|
{
|
||
|
ignore = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( ignore )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( isDefined( self.ignore_poi ) && self.ignore_poi.size > 0 )
|
||
|
{
|
||
|
ignore = false;
|
||
|
for ( j = 0; j < self.ignore_poi.size; j++ )
|
||
|
{
|
||
|
if ( self.ignore_poi[j] == ent_array[i] )
|
||
|
{
|
||
|
ignore = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( ignore )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
dist = distanceSquared( origin, ent_array[i].origin );
|
||
|
|
||
|
dist -= ent_array[i].added_poi_value;
|
||
|
|
||
|
if( isDefined( ent_array[i].poi_radius ) )
|
||
|
{
|
||
|
curr_radius = ent_array[i].poi_radius;
|
||
|
}
|
||
|
|
||
|
if( (!isDefined( curr_radius ) || dist < curr_radius) && dist < best_dist && ent_array[i] can_attract(self) )
|
||
|
{
|
||
|
best_poi = ent_array[i];
|
||
|
best_dist = dist;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( isDefined( best_poi ) )
|
||
|
{
|
||
|
if(isDefined(best_poi._team))
|
||
|
{
|
||
|
if(isDefined(self._race_team) && self._race_team != best_poi._team)
|
||
|
{
|
||
|
AIProfile_EndEntry();
|
||
|
return undefined;
|
||
|
}
|
||
|
}
|
||
|
if( IS_TRUE( best_poi._new_ground_trace ) ) // needed for the bhb so it won't trace through metal clip
|
||
|
{
|
||
|
position = [];
|
||
|
position[0] = groundpos_ignore_water_new( best_poi.origin + (0, 0, 100) );
|
||
|
position[1] = self;
|
||
|
}
|
||
|
else if( isDefined( best_poi.attract_to_origin ) && best_poi.attract_to_origin ) // Override, currently only used for monkeys in the air.
|
||
|
{
|
||
|
position = [];
|
||
|
position[0] = groundpos( best_poi.origin + (0, 0, 100) );
|
||
|
position[1] = self;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
position = self add_poi_attractor( best_poi );
|
||
|
}
|
||
|
|
||
|
if( IsDefined( best_poi.initial_attract_func ) )
|
||
|
{
|
||
|
self thread [[ best_poi.initial_attract_func ]]( best_poi );
|
||
|
}
|
||
|
|
||
|
if( IsDefined( best_poi.arrival_attract_func ) )
|
||
|
{
|
||
|
self thread [[ best_poi.arrival_attract_func ]]( best_poi );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
AIProfile_EndEntry();
|
||
|
return position;
|
||
|
}
|
||
|
|
||
|
function activate_zombie_point_of_interest()
|
||
|
{
|
||
|
if( self.script_noteworthy != "zombie_poi" )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self.poi_active = true;
|
||
|
}
|
||
|
|
||
|
function deactivate_zombie_point_of_interest( dont_remove )
|
||
|
{
|
||
|
if( self.script_noteworthy != "zombie_poi" )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self.attractor_array = array::remove_undefined( self.attractor_array );
|
||
|
for( i = 0; i < self.attractor_array.size; i++ )
|
||
|
{
|
||
|
self.attractor_array[i] notify( "kill_poi" );
|
||
|
}
|
||
|
|
||
|
self.attractor_array = [];
|
||
|
self.claimed_attractor_positions = [];
|
||
|
|
||
|
self.poi_active = false;
|
||
|
|
||
|
if ( IS_TRUE( dont_remove ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Remove from list
|
||
|
if ( isdefined( self ) )
|
||
|
{
|
||
|
if ( IsInArray( level.zombie_poi_array, self ) )
|
||
|
{
|
||
|
ArrayRemoveValue( level.zombie_poi_array, self );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//PI_CHANGE_BEGIN - 6/18/09 JV This works to help set "wait" points near the stage if all players are in the process teleportation.
|
||
|
//It is unlike the previous function in that you dictate the poi.
|
||
|
function assign_zombie_point_of_interest (origin, poi)
|
||
|
{
|
||
|
position = undefined;
|
||
|
doremovalthread = false;
|
||
|
|
||
|
if (IsDefined(poi) && poi can_attract(self))
|
||
|
{
|
||
|
//don't want to touch add poi attractor, but yeah, this is kind of weird
|
||
|
if (!IsDefined(poi.attractor_array) || ( IsDefined(poi.attractor_array) && !IsInArray( poi.attractor_array, self ) ))
|
||
|
doremovalthread = true;
|
||
|
|
||
|
position = self add_poi_attractor( poi );
|
||
|
|
||
|
//now that I know this is the first time they've been added, set up the thread to remove them from the array
|
||
|
if (IsDefined(position) && doremovalthread && IsInArray( poi.attractor_array, self ))
|
||
|
self thread update_on_poi_removal( poi );
|
||
|
}
|
||
|
|
||
|
return position;
|
||
|
}
|
||
|
//PI_CHANGE_END
|
||
|
|
||
|
function remove_poi_attractor( zombie_poi )
|
||
|
{
|
||
|
if( !isDefined( zombie_poi ) || !isDefined( zombie_poi.attractor_array ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < zombie_poi.attractor_array.size; i++ )
|
||
|
{
|
||
|
if( zombie_poi.attractor_array[i] == self )
|
||
|
{
|
||
|
ArrayRemoveValue( zombie_poi.attractor_array, zombie_poi.attractor_array[i] );
|
||
|
ArrayRemoveValue( zombie_poi.claimed_attractor_positions, zombie_poi.claimed_attractor_positions[i] );
|
||
|
|
||
|
if ( isdefined( self ) )
|
||
|
{
|
||
|
self notify( "kill_poi" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function array_check_for_dupes_using_compare( array, single, is_equal_fn )
|
||
|
{
|
||
|
for( i = 0; i < array.size; i++ )
|
||
|
{
|
||
|
if( [[is_equal_fn]]( array[i], single ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
function poi_locations_equal( loc1, loc2 )
|
||
|
{
|
||
|
return loc1[0]==loc2[0];
|
||
|
}
|
||
|
|
||
|
|
||
|
function add_poi_attractor( zombie_poi )
|
||
|
{
|
||
|
if( !isDefined( zombie_poi ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if( !isDefined( zombie_poi.attractor_array ) )
|
||
|
{
|
||
|
zombie_poi.attractor_array = [];
|
||
|
}
|
||
|
|
||
|
// If we are not yet an attractor to this poi, claim an attractor position and start attracting to it
|
||
|
if( !IsInArray( zombie_poi.attractor_array, self ) )
|
||
|
{
|
||
|
if( !isDefined( zombie_poi.claimed_attractor_positions ) )
|
||
|
{
|
||
|
zombie_poi.claimed_attractor_positions = [];
|
||
|
}
|
||
|
|
||
|
if( !isDefined( zombie_poi.attractor_positions ) || zombie_poi.attractor_positions.size <= 0 )
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
start = -1;
|
||
|
end = -1;
|
||
|
last_index = -1;
|
||
|
for( i = 0; i < 4; i++ )
|
||
|
{
|
||
|
if( zombie_poi.claimed_attractor_positions.size < zombie_poi.last_index[i] )
|
||
|
{
|
||
|
start = last_index+1;
|
||
|
end = zombie_poi.last_index[i];
|
||
|
break;
|
||
|
}
|
||
|
last_index = zombie_poi.last_index[i];
|
||
|
}
|
||
|
|
||
|
|
||
|
best_dist = 10000*10000;
|
||
|
best_pos = undefined;
|
||
|
if( start < 0 )
|
||
|
{
|
||
|
start = 0;
|
||
|
}
|
||
|
if( end < 0 )
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
for( i = int(start); i <= int(end); i++ )
|
||
|
{
|
||
|
if(!isDefined(zombie_poi.attractor_positions[i]))
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
//if( !IsInArray( zombie_poi.claimed_attractor_positions, zombie_poi.attractor_positions[i] ) )
|
||
|
if( array_check_for_dupes_using_compare( zombie_poi.claimed_attractor_positions, zombie_poi.attractor_positions[i], &poi_locations_equal ) )
|
||
|
{
|
||
|
|
||
|
if ( isDefined( zombie_poi.attractor_positions[i][0] ) && isDefined( self.origin ) )
|
||
|
{
|
||
|
dist = distancesquared( zombie_poi.attractor_positions[i][0], zombie_poi.origin );
|
||
|
if( dist < best_dist || !isDefined( best_pos ) )
|
||
|
{
|
||
|
best_dist = dist;
|
||
|
best_pos = zombie_poi.attractor_positions[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( !isDefined( best_pos ) )
|
||
|
{
|
||
|
if ( IS_TRUE( level.validate_poi_attractors ) )
|
||
|
{
|
||
|
valid_pos = [];
|
||
|
valid_pos[0] = zombie_poi.origin;
|
||
|
valid_pos[1] = zombie_poi;
|
||
|
return valid_pos;
|
||
|
}
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
ARRAY_ADD( zombie_poi.attractor_array, self );
|
||
|
self thread update_poi_on_death( zombie_poi );
|
||
|
|
||
|
ARRAY_ADD( zombie_poi.claimed_attractor_positions, best_pos );
|
||
|
|
||
|
return best_pos;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for( i = 0; i < zombie_poi.attractor_array.size; i++ )
|
||
|
{
|
||
|
if( zombie_poi.attractor_array[i] == self )
|
||
|
{
|
||
|
if( isDefined( zombie_poi.claimed_attractor_positions ) && isDefined( zombie_poi.claimed_attractor_positions[i] ) )
|
||
|
{
|
||
|
return zombie_poi.claimed_attractor_positions[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
function can_attract( attractor )
|
||
|
{
|
||
|
if( !isDefined( self.attractor_array ) )
|
||
|
{
|
||
|
self.attractor_array = [];
|
||
|
}
|
||
|
//Raven Begin - Allow only selected zombies to be attracted
|
||
|
if( isDefined(self.attracted_array) && !IsInArray(self.attracted_array, attractor) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
//Raven End
|
||
|
if( IsInArray( self.attractor_array, attractor ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
if( isDefined(self.num_poi_attracts) && self.attractor_array.size >= self.num_poi_attracts )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
function update_poi_on_death( zombie_poi )
|
||
|
{
|
||
|
self endon( "kill_poi" );
|
||
|
|
||
|
self waittill( "death" );
|
||
|
self remove_poi_attractor( zombie_poi );
|
||
|
}
|
||
|
|
||
|
//PI_CHANGE_BEGIN - 6/18/09 JV This was set up to work with assign_zombie_point_of_interest (which works with the teleportation in theater).
|
||
|
//The poi attractor array needs to be emptied when a player is teleported out of projection room (if they were all in there).
|
||
|
//As a result, we wait for the poi's death (I'm sending that notify via the level script)
|
||
|
function update_on_poi_removal (zombie_poi )
|
||
|
{
|
||
|
zombie_poi waittill( "death" );
|
||
|
|
||
|
if( !isDefined( zombie_poi.attractor_array ) )
|
||
|
return;
|
||
|
|
||
|
for( i = 0; i < zombie_poi.attractor_array.size; i++ )
|
||
|
{
|
||
|
if( zombie_poi.attractor_array[i] == self )
|
||
|
{
|
||
|
ArrayRemoveIndex( zombie_poi.attractor_array, i );
|
||
|
ArrayRemoveIndex( zombie_poi.claimed_attractor_positions, i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
//PI_CHANGE_END
|
||
|
|
||
|
function invalidate_attractor_pos( attractor_pos, zombie )
|
||
|
{
|
||
|
if( !isDefined( self ) || !isDefined( attractor_pos ) )
|
||
|
{
|
||
|
wait( 0.1 );
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
if( isDefined( self.attractor_positions) && !array_check_for_dupes_using_compare( self.attractor_positions, attractor_pos, &poi_locations_equal ) )
|
||
|
{
|
||
|
index = 0;
|
||
|
for( i = 0; i < self.attractor_positions.size; i++ )
|
||
|
{
|
||
|
if( poi_locations_equal( self.attractor_positions[i], attractor_pos) )
|
||
|
{
|
||
|
index = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < self.last_index.size; i++ )
|
||
|
{
|
||
|
if( index <= self.last_index[i] )
|
||
|
{
|
||
|
self.last_index[i]--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ArrayRemoveValue( self.attractor_array, zombie );
|
||
|
ArrayRemoveValue( self.attractor_positions, attractor_pos );
|
||
|
for( i = 0; i < self.claimed_attractor_positions.size; i++ )
|
||
|
{
|
||
|
if( self.claimed_attractor_positions[i][0] == attractor_pos[0] )
|
||
|
{
|
||
|
ArrayRemoveValue( self.claimed_attractor_positions, self.claimed_attractor_positions[i] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
wait( 0.1 );
|
||
|
}
|
||
|
|
||
|
return get_zombie_point_of_interest( zombie.origin );
|
||
|
}
|
||
|
|
||
|
function remove_poi_from_ignore_list( poi )
|
||
|
{
|
||
|
if ( isDefined( self.ignore_poi ) && self.ignore_poi.size > 0 )
|
||
|
{
|
||
|
for ( i = 0; i < self.ignore_poi.size; i++ )
|
||
|
{
|
||
|
if ( self.ignore_poi[i] == poi )
|
||
|
{
|
||
|
ArrayRemoveValue( self.ignore_poi, self.ignore_poi[i] );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function add_poi_to_ignore_list( poi )
|
||
|
{
|
||
|
if ( !isDefined( self.ignore_poi ) )
|
||
|
{
|
||
|
self.ignore_poi = [];
|
||
|
}
|
||
|
|
||
|
add_poi = true;
|
||
|
if ( self.ignore_poi.size > 0 )
|
||
|
{
|
||
|
for ( i = 0; i < self.ignore_poi.size; i++ )
|
||
|
{
|
||
|
if ( self.ignore_poi[i] == poi )
|
||
|
{
|
||
|
add_poi = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( add_poi )
|
||
|
{
|
||
|
self.ignore_poi[self.ignore_poi.size] = poi;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-------------------------------------------------------------------------------
|
||
|
// player should be within a couple feet of enemy
|
||
|
//-------------------------------------------------------------------------------
|
||
|
function default_validate_enemy_path_length( player )
|
||
|
{
|
||
|
max_dist = 1296;
|
||
|
|
||
|
d = DistanceSquared( self.origin, player.origin );
|
||
|
if ( d <= max_dist )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function get_closest_valid_player( origin, ignore_player )
|
||
|
{
|
||
|
AIProfile_BeginEntry( "get_closest_valid_player" );
|
||
|
|
||
|
valid_player_found = false;
|
||
|
players = GetPlayers();
|
||
|
|
||
|
if( isdefined( level.get_closest_valid_player_override ) )
|
||
|
{
|
||
|
players = [[ level.get_closest_valid_player_override ]]();
|
||
|
}
|
||
|
|
||
|
b_designated_target_exists = false;
|
||
|
for(i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
player = players[i];
|
||
|
|
||
|
//if( !is_player_valid( players[i], true ) )
|
||
|
if( !player.am_i_valid )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( isDefined( level.evaluate_zone_path_override ) )
|
||
|
{
|
||
|
if( ![[ level.evaluate_zone_path_override ]]( player ) )
|
||
|
{
|
||
|
array::add( ignore_player, player );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// is any player a designated target?
|
||
|
if( IS_TRUE( player.b_is_designated_target ) )
|
||
|
{
|
||
|
b_designated_target_exists = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( IsDefined( ignore_player ) )
|
||
|
{
|
||
|
for(i = 0; i < ignore_player.size; i++ )
|
||
|
{
|
||
|
ArrayRemoveValue( players, ignore_player[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// pre-cull any players that are in last stand or not designated target when a designated target is present
|
||
|
done = false;
|
||
|
while ( players.size && !done )
|
||
|
{
|
||
|
done = true;
|
||
|
for(i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
player = players[i];
|
||
|
//if( !is_player_valid( player, true ) )
|
||
|
if( !player.am_i_valid )
|
||
|
{
|
||
|
ArrayRemoveValue( players, player );
|
||
|
done = false;
|
||
|
break;
|
||
|
}
|
||
|
if( b_designated_target_exists && !IS_TRUE( player.b_is_designated_target ) )
|
||
|
{
|
||
|
ArrayRemoveValue( players, player );
|
||
|
done = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( players.size == 0 )
|
||
|
{
|
||
|
AIProfile_EndEntry();
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
while( !valid_player_found )
|
||
|
{
|
||
|
// find the closest player
|
||
|
if( IsDefined( self.closest_player_override ) )
|
||
|
{
|
||
|
player = [[ self.closest_player_override ]]( origin, players );
|
||
|
}
|
||
|
else if( isdefined( level.closest_player_override ) )
|
||
|
{
|
||
|
player = [[ level.closest_player_override ]]( origin, players );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
player = ArrayGetClosest( origin, players );
|
||
|
}
|
||
|
|
||
|
if( !isdefined( player ) || players.size == 0 )
|
||
|
{
|
||
|
AIProfile_EndEntry();
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
if( IS_TRUE(level.allow_zombie_to_target_ai) || IS_TRUE(player.allow_zombie_to_target_ai) )
|
||
|
{
|
||
|
AIProfile_EndEntry();
|
||
|
return player;
|
||
|
}
|
||
|
|
||
|
// make sure they're not a zombie or in last stand
|
||
|
//if( !is_player_valid( player, true ) )
|
||
|
if( !player.am_i_valid )
|
||
|
{
|
||
|
// unlikely to get here unless there is a wait in one of the closest player overrides
|
||
|
ArrayRemoveValue( players, player );
|
||
|
if( players.size == 0 )
|
||
|
{
|
||
|
AIProfile_EndEntry();
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
AIProfile_EndEntry();
|
||
|
return player;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//modified version of get_closest_valid_player that gives perfect info and sets up ignoreEnts to respect the ignore_player array.
|
||
|
|
||
|
function update_valid_players( origin, ignore_player )
|
||
|
{
|
||
|
AIProfile_BeginEntry( "update_valid_players" );
|
||
|
|
||
|
valid_player_found = false;
|
||
|
players = ArrayCopy( level.players ); // Have to use ArrayCopy otherwise the ArrayRemove calls below will remove the players from level.players
|
||
|
|
||
|
//new zombie enemy selection
|
||
|
foreach( player in players )
|
||
|
{
|
||
|
self SetIgnoreEnt( player, true );
|
||
|
}
|
||
|
|
||
|
b_designated_target_exists = false;
|
||
|
for(i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
player = players[i];
|
||
|
|
||
|
//if( !is_player_valid( players[i], true ) )
|
||
|
if( !player.am_i_valid )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( isDefined( level.evaluate_zone_path_override ) )
|
||
|
{
|
||
|
if( ![[ level.evaluate_zone_path_override ]]( player ) )
|
||
|
{
|
||
|
array::add( ignore_player, player );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// is any player a designated target?
|
||
|
if( IS_TRUE( player.b_is_designated_target ) )
|
||
|
{
|
||
|
b_designated_target_exists = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( IsDefined( ignore_player ) )
|
||
|
{
|
||
|
for(i = 0; i < ignore_player.size; i++ )
|
||
|
{
|
||
|
ArrayRemoveValue( players, ignore_player[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// pre-cull any players that are in last stand or not designated target when a designated target is present
|
||
|
done = false;
|
||
|
while ( players.size && !done )
|
||
|
{
|
||
|
done = true;
|
||
|
for(i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
player = players[i];
|
||
|
//if( !is_player_valid( player, true ) )
|
||
|
if( !player.am_i_valid )
|
||
|
{
|
||
|
ArrayRemoveValue( players, player );
|
||
|
done = false;
|
||
|
break;
|
||
|
}
|
||
|
if( b_designated_target_exists && !IS_TRUE( player.b_is_designated_target ) )
|
||
|
{
|
||
|
ArrayRemoveValue( players, player );
|
||
|
done = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//new zombie enemy selection
|
||
|
foreach( player in players )
|
||
|
{
|
||
|
self SetIgnoreEnt( player, false );
|
||
|
self GetPerfectInfo( player );
|
||
|
}
|
||
|
|
||
|
AIProfile_EndEntry();
|
||
|
}
|
||
|
|
||
|
function is_player_valid( player, checkIgnoreMeFlag,ignore_laststand_players )
|
||
|
{
|
||
|
if( !IsDefined( player ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( !IsAlive( player ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( !IsPlayer( player ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( IsDefined(player.is_zombie) && player.is_zombie == true )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( player.sessionstate == "spectator" )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( player.sessionstate == "intermission" )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( IS_TRUE( level.intermission ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( !IS_TRUE( ignore_laststand_players ) )
|
||
|
{
|
||
|
if( player laststand::player_is_in_laststand() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//T6.5todo if ( player isnotarget() )
|
||
|
//T6.5todo {
|
||
|
//T6.5todo return false;
|
||
|
//T6.5todo }
|
||
|
|
||
|
//We only want to check this from the zombie attack script
|
||
|
if( IS_TRUE(checkIgnoreMeFlag) && player.ignoreme )
|
||
|
{
|
||
|
//IPrintLnBold(" ignore me ");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//for additional level specific checks
|
||
|
if( IsDefined( level.is_player_valid_override ) )
|
||
|
{
|
||
|
return [[ level.is_player_valid_override ]]( player );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
function get_number_of_valid_players()
|
||
|
{
|
||
|
|
||
|
players = GetPlayers();
|
||
|
num_player_valid = 0;
|
||
|
for( i = 0 ; i < players.size; i++ )
|
||
|
{
|
||
|
if( is_player_valid( players[i] ) )
|
||
|
num_player_valid += 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
return num_player_valid;
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
function in_revive_trigger()
|
||
|
{
|
||
|
if (isdefined(self.rt_time) && self.rt_time + 100 >= GetTime())
|
||
|
return self.in_rt_cached;
|
||
|
self.rt_time = GetTime();
|
||
|
|
||
|
players = level.players; //GetPlayers();
|
||
|
for( i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
current_player = players[i];
|
||
|
|
||
|
//if( !IsDefined( current_player )) || !IsAlive( current_player ) )
|
||
|
//{
|
||
|
// continue;
|
||
|
//}
|
||
|
|
||
|
if( IsDefined( current_player ) && IsDefined( current_player.revivetrigger ) && IsAlive( current_player ) )
|
||
|
{
|
||
|
if( self IsTouching( current_player.revivetrigger ) )
|
||
|
{
|
||
|
self.in_rt_cached = true;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
self.in_rt_cached = false;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function get_closest_node( org, nodes )
|
||
|
{
|
||
|
return ArrayGetClosest( org, nodes );
|
||
|
}
|
||
|
|
||
|
// bars are not damaged pull them off now.
|
||
|
function non_destroyed_bar_board_order( origin, chunks )
|
||
|
{
|
||
|
//bars = getentarray("bar","script_parameters");
|
||
|
first_bars = []; // first set of 2 bars to be removed
|
||
|
first_bars1 = []; // Added single check when combined with wood
|
||
|
first_bars2 = []; // Added single check when combined with wood
|
||
|
|
||
|
//-------------------------BOARDS----------------------------------------------------------
|
||
|
// If all boards do the old system
|
||
|
for( i=0;i<chunks.size;i++ ) // Go through the array
|
||
|
{
|
||
|
if (IsDefined ( chunks[i].script_team ) && ( chunks[i].script_team == "classic_boards" ) )
|
||
|
{
|
||
|
if (IsDefined (chunks[i].script_parameters) && (chunks[i].script_parameters == "board") )
|
||
|
{
|
||
|
return get_closest_2d( origin, chunks );
|
||
|
}
|
||
|
// I need to add a script name team regular boards
|
||
|
else if (IsDefined ( chunks[i].script_team ) && chunks[i].script_team == "bar_board_variant1" || chunks[i].script_team == "bar_board_variant2" ||
|
||
|
chunks[i].script_team == "bar_board_variant4" || chunks[i].script_team == "bar_board_variant5" )
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
}
|
||
|
// DCS: adding new variable to start with like new condition repaired with boards.
|
||
|
else if(IsDefined(chunks[i].script_team ) && chunks[i].script_team == "new_barricade")
|
||
|
{
|
||
|
if(IsDefined(chunks[i].script_parameters) && (chunks[i].script_parameters == "repair_board" || chunks[i].script_parameters == "barricade_vents"))
|
||
|
{
|
||
|
return get_closest_2d( origin, chunks );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//-------------------------BOARDS----------------------------------------------------------
|
||
|
|
||
|
//-------------------------BARS------------------------------------------------------------
|
||
|
for(i=0;i<chunks.size;i++) // Go through the array
|
||
|
{
|
||
|
if ( IsDefined (chunks[i].script_team ) && ( chunks[i].script_team == "6_bars_bent" ) || ( chunks[i].script_team == "6_bars_prestine" ) )
|
||
|
{
|
||
|
if (IsDefined (chunks[i].script_parameters) && (chunks[i].script_parameters == "bar") )
|
||
|
{
|
||
|
if(isDefined(chunks[i].script_noteworthy))
|
||
|
{
|
||
|
if(chunks[i].script_noteworthy == "4" || chunks[i].script_noteworthy == "6" ) // this two are defined create a new array that just keeps track of them
|
||
|
{
|
||
|
first_bars[first_bars.size] = chunks[i]; // In total this should be a size of two
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for(i=0;i<first_bars.size;i++) // Jl added second check if there is only peace
|
||
|
{
|
||
|
if ( IsDefined (chunks[i].script_team ) && ( chunks[i].script_team == "6_bars_bent" ) || ( chunks[i].script_team == "6_bars_prestine" ) )
|
||
|
{
|
||
|
if (IsDefined (chunks[i].script_parameters) && (chunks[i].script_parameters == "bar") )
|
||
|
{
|
||
|
//send back the first bars that are NOT destroyed
|
||
|
if( !first_bars[i].destroyed )
|
||
|
{
|
||
|
return first_bars[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Grab the remaining bars that are the closest to the ai
|
||
|
for(i=0;i<chunks.size;i++)
|
||
|
{
|
||
|
if ( IsDefined (chunks[i].script_team ) && ( chunks[i].script_team == "6_bars_bent" ) || ( chunks[i].script_team == "6_bars_prestine" ) )
|
||
|
{
|
||
|
|
||
|
if (IsDefined (chunks[i].script_parameters) && (chunks[i].script_parameters == "bar") )
|
||
|
{
|
||
|
if( !chunks[i].destroyed )
|
||
|
{
|
||
|
return get_closest_2d( origin, chunks );
|
||
|
//return chunks[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//-------------------------BARS------------------------------------------------------------
|
||
|
}
|
||
|
|
||
|
|
||
|
function non_destroyed_grate_order( origin, chunks_grate )
|
||
|
{
|
||
|
//-------------------------GRATES----------------------------------------------------------
|
||
|
grate_order = [];
|
||
|
grate_order1 =[]; // this sets up the order for the grates
|
||
|
grate_order2 =[]; // this sets up the order for the grates
|
||
|
grate_order3 =[]; // this sets up the order for the grates
|
||
|
grate_order4 =[]; // this sets up the order for the grates
|
||
|
grate_order5 =[]; // this sets up the order for the grates
|
||
|
grate_order6 =[]; // this sets up the order for the grates
|
||
|
|
||
|
|
||
|
if ( IsDefined ( chunks_grate ) )
|
||
|
{
|
||
|
for(i=0;i<chunks_grate.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined (chunks_grate[i].script_parameters) && (chunks_grate[i].script_parameters == "grate") )
|
||
|
{
|
||
|
//return grate_order[i];
|
||
|
|
||
|
if ( IsDefined ( chunks_grate[i].script_noteworthy ) && ( chunks_grate[i].script_noteworthy == "1" ) )
|
||
|
{
|
||
|
grate_order1[grate_order1.size] = chunks_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_grate[i].script_noteworthy ) && ( chunks_grate[i].script_noteworthy == "2" ) )
|
||
|
{
|
||
|
grate_order2[grate_order2.size] = chunks_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_grate[i].script_noteworthy ) && ( chunks_grate[i].script_noteworthy == "3" ) )
|
||
|
{
|
||
|
grate_order3[grate_order3.size] = chunks_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_grate[i].script_noteworthy ) && ( chunks_grate[i].script_noteworthy == "4" ) )
|
||
|
{
|
||
|
grate_order4[grate_order4.size] = chunks_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_grate[i].script_noteworthy ) && ( chunks_grate[i].script_noteworthy == "5" ) )
|
||
|
{
|
||
|
grate_order5[grate_order5.size] = chunks_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_grate[i].script_noteworthy ) && ( chunks_grate[i].script_noteworthy == "6" ) )
|
||
|
{
|
||
|
grate_order6[grate_order6.size] = chunks_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// I need to make this function also tell which piece to move again.
|
||
|
for(i=0;i<chunks_grate.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined ( chunks_grate[i].script_parameters ) && ( chunks_grate[i].script_parameters == "grate") )
|
||
|
{
|
||
|
if ( IsDefined ( grate_order1[i] ) )
|
||
|
{
|
||
|
if( ( grate_order1[i].state == "repaired" ) )
|
||
|
{
|
||
|
grate_order2[i] thread show_grate_pull();
|
||
|
return grate_order1[i];
|
||
|
}
|
||
|
if( ( grate_order2[i].state == "repaired" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" pull bar2 ");
|
||
|
#/
|
||
|
grate_order3[i] thread show_grate_pull();
|
||
|
return grate_order2[i];
|
||
|
|
||
|
}
|
||
|
else if( ( grate_order3[i].state == "repaired" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" pull bar3 ");
|
||
|
#/
|
||
|
grate_order4[i] thread show_grate_pull();
|
||
|
return grate_order3[i];
|
||
|
|
||
|
}
|
||
|
else if( ( grate_order4[i].state == "repaired" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" pull bar4 ");
|
||
|
#/
|
||
|
grate_order5[i] thread show_grate_pull();
|
||
|
return grate_order4[i];
|
||
|
}
|
||
|
else if( ( grate_order5[i].state == "repaired" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" pull bar5 ");
|
||
|
#/
|
||
|
grate_order6[i] thread show_grate_pull();
|
||
|
return grate_order5[i];
|
||
|
}
|
||
|
else if( ( grate_order6[i].state == "repaired" ) )
|
||
|
{
|
||
|
// I need to return nothing here.
|
||
|
//return undefined();
|
||
|
return grate_order6[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//-------------------------GRATES----------------------------------------------------------
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// A seperate function is needed for each variant because there are different pull down and repair orders for each
|
||
|
// Also I had to add extra strings to idetify combined pieces that used the same script_noteworthy
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// variant1
|
||
|
function non_destroyed_variant1_order( origin, chunks_variant1 )
|
||
|
{
|
||
|
//-------------------------VARIANT1----------------------------------------------------------
|
||
|
variant1_order = [];
|
||
|
variant1_order1 =[]; // this sets up the order for the grates
|
||
|
variant1_order2 =[]; // this sets up the order for the grates
|
||
|
variant1_order3 =[]; // this sets up the order for the grates
|
||
|
variant1_order4 =[]; // this sets up the order for the grates
|
||
|
variant1_order5 =[]; // this sets up the order for the grates
|
||
|
variant1_order6 =[]; // this sets up the order for the grates
|
||
|
|
||
|
|
||
|
if ( IsDefined ( chunks_variant1 ) )
|
||
|
{
|
||
|
for(i=0;i<chunks_variant1.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined (chunks_variant1[i].script_team) && (chunks_variant1[i].script_team == "bar_board_variant1") )
|
||
|
{
|
||
|
//return grate_order[i];
|
||
|
|
||
|
if ( IsDefined ( chunks_variant1[i].script_noteworthy ) )
|
||
|
{
|
||
|
if ( chunks_variant1[i].script_noteworthy == "1" )
|
||
|
{
|
||
|
variant1_order1[variant1_order1.size] = chunks_variant1[i];
|
||
|
}
|
||
|
if ( chunks_variant1[i].script_noteworthy == "2" )
|
||
|
{
|
||
|
variant1_order2[variant1_order2.size] = chunks_variant1[i];
|
||
|
}
|
||
|
if ( chunks_variant1[i].script_noteworthy == "3" )
|
||
|
{
|
||
|
variant1_order3[variant1_order3.size] = chunks_variant1[i];
|
||
|
}
|
||
|
if ( chunks_variant1[i].script_noteworthy == "4" )
|
||
|
{
|
||
|
variant1_order4[variant1_order4.size] = chunks_variant1[i];
|
||
|
}
|
||
|
if ( chunks_variant1[i].script_noteworthy == "5" )
|
||
|
{
|
||
|
variant1_order5[variant1_order5.size] = chunks_variant1[i];
|
||
|
}
|
||
|
if ( chunks_variant1[i].script_noteworthy == "6" )
|
||
|
{
|
||
|
variant1_order6[variant1_order6.size] = chunks_variant1[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// This needs a different order
|
||
|
for(i=0;i<chunks_variant1.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined ( chunks_variant1[i].script_team ) && ( chunks_variant1[i].script_team == "bar_board_variant1") )
|
||
|
{
|
||
|
if( IsDefined ( variant1_order2[i] ) )
|
||
|
{
|
||
|
if( ( variant1_order2[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant1_order2[i];
|
||
|
}
|
||
|
else if( ( variant1_order3[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant1_order3[i];
|
||
|
}
|
||
|
else if( ( variant1_order4[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant1_order4[i];
|
||
|
}
|
||
|
else if( ( variant1_order6[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant1_order6[i];
|
||
|
}
|
||
|
else if( ( variant1_order5[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant1_order5[i];
|
||
|
}
|
||
|
else if( ( variant1_order1[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant1_order1[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//if( chunks_variant1.size == 0 )
|
||
|
//{
|
||
|
// return undefined; // If there are no more pieces left then don't allow it to continue
|
||
|
//}
|
||
|
//-------------------------VARIANT1----------------------------------------------------------
|
||
|
}
|
||
|
|
||
|
// variant2
|
||
|
function non_destroyed_variant2_order( origin, chunks_variant2 )
|
||
|
{
|
||
|
//-------------------------VARIENT2----------------------------------------------------------
|
||
|
variant2_order = [];
|
||
|
variant2_order1 =[]; // this sets up the order for the grates
|
||
|
variant2_order2 =[]; // this sets up the order for the grates
|
||
|
variant2_order3 =[]; // this sets up the order for the grates
|
||
|
variant2_order4 =[]; // this sets up the order for the grates
|
||
|
variant2_order5 =[]; // this sets up the order for the grates
|
||
|
variant2_order6 =[]; // this sets up the order for the grates
|
||
|
|
||
|
|
||
|
if ( IsDefined ( chunks_variant2 ) )
|
||
|
{
|
||
|
for(i=0;i<chunks_variant2.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined (chunks_variant2[i].script_team) && (chunks_variant2[i].script_team == "bar_board_variant2") )
|
||
|
{
|
||
|
//return grate_order[i];
|
||
|
|
||
|
if ( IsDefined ( chunks_variant2[i].script_noteworthy ) && ( chunks_variant2[i].script_noteworthy == "1" ) )
|
||
|
{
|
||
|
variant2_order1[variant2_order1.size] = chunks_variant2[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant2[i].script_noteworthy ) && ( chunks_variant2[i].script_noteworthy == "2" ) )
|
||
|
{
|
||
|
variant2_order2[variant2_order2.size] = chunks_variant2[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant2[i].script_noteworthy ) && ( chunks_variant2[i].script_noteworthy == "3" ) )
|
||
|
{
|
||
|
variant2_order3[variant2_order3.size] = chunks_variant2[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant2[i].script_noteworthy ) && ( chunks_variant2[i].script_noteworthy == "4" ) )
|
||
|
{
|
||
|
variant2_order4[variant2_order4.size] = chunks_variant2[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
// I had to add another string to check against out of order noteworthy when combining board and wood
|
||
|
if ( IsDefined ( chunks_variant2[i].script_noteworthy ) && ( chunks_variant2[i].script_noteworthy == "5" ) && IsDefined( chunks_variant2[i].script_location ) && (chunks_variant2[i].script_location == "5") )
|
||
|
{
|
||
|
variant2_order5[variant2_order5.size] = chunks_variant2[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant2[i].script_noteworthy ) && ( chunks_variant2[i].script_noteworthy == "5" ) && IsDefined( chunks_variant2[i].script_location ) && (chunks_variant2[i].script_location == "6") )
|
||
|
{
|
||
|
variant2_order6[variant2_order6.size] = chunks_variant2[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// There is a different pull order for every variant
|
||
|
for(i=0;i<chunks_variant2.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined ( chunks_variant2[i].script_team ) && ( chunks_variant2[i].script_team == "bar_board_variant2") )
|
||
|
{
|
||
|
if( IsDefined ( variant2_order1[i] ) )
|
||
|
{
|
||
|
if( ( variant2_order1[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant2_order1[i];
|
||
|
}
|
||
|
else if( ( variant2_order2[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant2_order2[i];
|
||
|
}
|
||
|
else if( ( variant2_order3[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant2_order3[i];
|
||
|
}
|
||
|
else if( ( variant2_order5[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant2_order5[i];
|
||
|
}
|
||
|
else if( ( variant2_order4[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant2_order4[i];
|
||
|
}
|
||
|
else if( ( variant2_order6[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant2_order6[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//-------------------------VARIENT2----------------------------------------------------------
|
||
|
}
|
||
|
|
||
|
// variant4
|
||
|
function non_destroyed_variant4_order( origin, chunks_variant4 )
|
||
|
{
|
||
|
//-------------------------VARIENT4----------------------------------------------------------
|
||
|
variant4_order = [];
|
||
|
variant4_order1 =[]; // this sets up the order for the grates
|
||
|
variant4_order2 =[]; // this sets up the order for the grates
|
||
|
variant4_order3 =[]; // this sets up the order for the grates
|
||
|
variant4_order4 =[]; // this sets up the order for the grates
|
||
|
variant4_order5 =[]; // this sets up the order for the grates
|
||
|
variant4_order6 =[]; // this sets up the order for the grates
|
||
|
|
||
|
|
||
|
if ( IsDefined ( chunks_variant4 ) )
|
||
|
{
|
||
|
for(i=0;i<chunks_variant4.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined (chunks_variant4[i].script_team) && (chunks_variant4[i].script_team == "bar_board_variant4") )
|
||
|
{
|
||
|
//return grate_order[i];
|
||
|
|
||
|
if ( IsDefined ( chunks_variant4[i].script_noteworthy ) && ( chunks_variant4[i].script_noteworthy == "1" ) && !IsDefined( chunks_variant4[i].script_location ) )
|
||
|
{
|
||
|
variant4_order1[variant4_order1.size] = chunks_variant4[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant4[i].script_noteworthy ) && ( chunks_variant4[i].script_noteworthy == "2" ) )
|
||
|
{
|
||
|
variant4_order2[variant4_order2.size] = chunks_variant4[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant4[i].script_noteworthy ) && ( chunks_variant4[i].script_noteworthy == "3" ) )
|
||
|
{
|
||
|
variant4_order3[variant4_order3.size] = chunks_variant4[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant4[i].script_noteworthy ) && ( chunks_variant4[i].script_noteworthy == "1" ) && IsDefined( chunks_variant4[i].script_location ) && (chunks_variant4[i].script_location == "3") )
|
||
|
{
|
||
|
variant4_order4[variant4_order4.size] = chunks_variant4[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
// There isn't a noteworthy 4
|
||
|
if ( IsDefined ( chunks_variant4[i].script_noteworthy ) && ( chunks_variant4[i].script_noteworthy == "5" ) )
|
||
|
{
|
||
|
variant4_order5[variant4_order5.size] = chunks_variant4[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant4[i].script_noteworthy ) && ( chunks_variant4[i].script_noteworthy == "6" ) )
|
||
|
{
|
||
|
variant4_order6[variant4_order6.size] = chunks_variant4[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// There is a different pull order for every variant
|
||
|
for(i=0;i<chunks_variant4.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined ( chunks_variant4[i].script_team ) && ( chunks_variant4[i].script_team == "bar_board_variant4") )
|
||
|
{
|
||
|
if( IsDefined ( variant4_order1[i] ) ) // last one here
|
||
|
{
|
||
|
if( ( variant4_order1[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant4_order1[i];
|
||
|
}
|
||
|
else if( ( variant4_order6[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant4_order6[i];
|
||
|
}
|
||
|
else if( ( variant4_order3[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant4_order3[i];
|
||
|
}
|
||
|
else if( ( variant4_order4[i].state == "repaired" ) ) // second one
|
||
|
{
|
||
|
return variant4_order4[i];
|
||
|
}
|
||
|
else if( ( variant4_order2[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant4_order2[i];
|
||
|
}
|
||
|
else if( ( variant4_order5[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant4_order5[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//-------------------------Variant2----------------------------------------------------------
|
||
|
}
|
||
|
|
||
|
// variant5
|
||
|
function non_destroyed_variant5_order( origin, chunks_variant5 )
|
||
|
{
|
||
|
//-------------------------VARIANT5----------------------------------------------------------
|
||
|
variant5_order = [];
|
||
|
variant5_order1 =[]; // this sets up the order for the grates
|
||
|
variant5_order2 =[]; // this sets up the order for the grates
|
||
|
variant5_order3 =[]; // this sets up the order for the grates
|
||
|
variant5_order4 =[]; // this sets up the order for the grates
|
||
|
variant5_order5 =[]; // this sets up the order for the grates
|
||
|
variant5_order6 =[]; // this sets up the order for the grates
|
||
|
|
||
|
|
||
|
if ( IsDefined ( chunks_variant5 ) )
|
||
|
{
|
||
|
for(i=0;i<chunks_variant5.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined (chunks_variant5[i].script_team) && (chunks_variant5[i].script_team == "bar_board_variant5") )
|
||
|
{
|
||
|
//return grate_order[i];
|
||
|
if ( IsDefined ( chunks_variant5[i].script_noteworthy ) )
|
||
|
{
|
||
|
// if ( IsDefined ( chunks_variant4[i].script_noteworthy ) && ( chunks_variant4[i].script_noteworthy == "1" ) && !IsDefined( chunks_variant4[i].script_location ) )
|
||
|
if ( ( chunks_variant5[i].script_noteworthy == "1" ) && !IsDefined( chunks_variant5[i].script_location ) )
|
||
|
{
|
||
|
variant5_order1[variant5_order1.size] = chunks_variant5[i];
|
||
|
}
|
||
|
if ( chunks_variant5[i].script_noteworthy == "2" )
|
||
|
{
|
||
|
variant5_order2[variant5_order2.size] = chunks_variant5[i];
|
||
|
}
|
||
|
if ( IsDefined ( chunks_variant5[i].script_noteworthy ) && ( chunks_variant5[i].script_noteworthy == "1" ) && IsDefined( chunks_variant5[i].script_location ) && (chunks_variant5[i].script_location == "3") )
|
||
|
{
|
||
|
variant5_order3[variant5_order3.size] = chunks_variant5[i];
|
||
|
}
|
||
|
if ( chunks_variant5[i].script_noteworthy == "4" )
|
||
|
{
|
||
|
variant5_order4[variant5_order4.size] = chunks_variant5[i];
|
||
|
}
|
||
|
if ( chunks_variant5[i].script_noteworthy == "5" )
|
||
|
{
|
||
|
variant5_order5[variant5_order5.size] = chunks_variant5[i];
|
||
|
}
|
||
|
if ( chunks_variant5[i].script_noteworthy == "6" )
|
||
|
{
|
||
|
variant5_order6[variant5_order6.size] = chunks_variant5[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
for(i=0;i<chunks_variant5.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined ( chunks_variant5[i].script_team ) && ( chunks_variant5[i].script_team == "bar_board_variant5") )
|
||
|
{
|
||
|
if( IsDefined ( variant5_order1[i] ) )
|
||
|
{
|
||
|
if( ( variant5_order1[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant5_order1[i];
|
||
|
}
|
||
|
else if( ( variant5_order6[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant5_order6[i];
|
||
|
}
|
||
|
else if( ( variant5_order3[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant5_order3[i];
|
||
|
}
|
||
|
else if( ( variant5_order2[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant5_order2[i];
|
||
|
}
|
||
|
else if( ( variant5_order5[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant5_order5[i];
|
||
|
}
|
||
|
else if( ( variant5_order4[i].state == "repaired" ) )
|
||
|
{
|
||
|
return variant5_order4[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//-------------------------VARIANT5----------------------------------------------------------
|
||
|
}
|
||
|
|
||
|
function show_grate_pull()
|
||
|
{
|
||
|
wait(0.53);
|
||
|
self Show();
|
||
|
self vibrate(( 0, 270, 0 ), 0.2, 0.4, 0.4);
|
||
|
// I could fx and sound from here as well.
|
||
|
}
|
||
|
|
||
|
|
||
|
function get_closest_2d( origin, ents )
|
||
|
{
|
||
|
if( !IsDefined( ents ) )
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
dist = Distance2d( origin, ents[0].origin );
|
||
|
index = 0;
|
||
|
temp_array = [];
|
||
|
|
||
|
for( i = 1; i < ents.size; i++ )
|
||
|
{
|
||
|
if(IsDefined(ents[i].unbroken) && ents[i].unbroken == true)
|
||
|
{
|
||
|
ents[i].index = i;
|
||
|
ARRAY_ADD(temp_array, ents[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(temp_array.size > 0)
|
||
|
{
|
||
|
index = temp_array[RandomIntRange(0, temp_array.size)].index; // must pick unbroken piece first!
|
||
|
return ents[index];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for( i = 1; i < ents.size; i++ )
|
||
|
{
|
||
|
temp_dist = Distance2d( origin, ents[i].origin );
|
||
|
if( temp_dist < dist )
|
||
|
{
|
||
|
dist = temp_dist;
|
||
|
index = i;
|
||
|
}
|
||
|
}
|
||
|
return ents[index];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//edge_fog_start()
|
||
|
//{
|
||
|
// playpoint = struct::get( "edge_fog_start", "targetname" );
|
||
|
//
|
||
|
// if( !IsDefined( playpoint ) )
|
||
|
// {
|
||
|
//
|
||
|
// }
|
||
|
//
|
||
|
// while( isdefined( playpoint ) )
|
||
|
// {
|
||
|
// playfx( level._effect["edge_fog"], playpoint.origin );
|
||
|
//
|
||
|
// if( !isdefined( playpoint.target ) )
|
||
|
// {
|
||
|
// return;
|
||
|
// }
|
||
|
//
|
||
|
// playpoint = struct::get( playpoint.target, "targetname" );
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
|
||
|
//chris_p - fix bug with this not being an ent array!
|
||
|
function in_playable_area()
|
||
|
{
|
||
|
playable_area = getentarray("player_volume","script_noteworthy");
|
||
|
|
||
|
if( !IsDefined( playable_area ) )
|
||
|
{
|
||
|
/# println( "No playable area playable_area found! Assume EVERYWHERE is PLAYABLE" ); #/
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
for(i=0;i<playable_area.size;i++)
|
||
|
{
|
||
|
|
||
|
if( self IsTouching( playable_area[i] ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// I beleive this is where I can do the check to see what
|
||
|
// barrier_chunks is the total amount of bars or boards that the exterior_goal was connected to.
|
||
|
function get_closest_non_destroyed_chunk( origin, barrier, barrier_chunks )
|
||
|
{
|
||
|
chunks = undefined;
|
||
|
chunks_grate = undefined;
|
||
|
|
||
|
// This returns only if grate is defined
|
||
|
chunks_grate = get_non_destroyed_chunks_grate( barrier, barrier_chunks );
|
||
|
|
||
|
// This grabs classic boards, 6 bar prestine set and 6 bar bent set
|
||
|
chunks = get_non_destroyed_chunks( barrier, barrier_chunks ); // Grab all the chunks that are repaired
|
||
|
|
||
|
if(isdefined(barrier.zbarrier))
|
||
|
{
|
||
|
if(isdefined(chunks))
|
||
|
{
|
||
|
return array::randomize(chunks)[0];
|
||
|
}
|
||
|
|
||
|
if(isdefined(chunks_grate))
|
||
|
{
|
||
|
return array::randomize(chunks_grate)[0];
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// This returns an array of what chunks can be pulled
|
||
|
|
||
|
if( IsDefined( chunks ) ) // && IsDefined ( chunks.script_parameters ) && chunks.script_parameters == "board" )
|
||
|
{
|
||
|
// Jl This was the original call
|
||
|
// return get_closest_2d( origin, chunks );
|
||
|
return non_destroyed_bar_board_order ( origin, chunks ); // Go through all the repaired chunk pieces
|
||
|
}
|
||
|
|
||
|
else if ( IsDefined ( chunks_grate ) )
|
||
|
{
|
||
|
return non_destroyed_grate_order ( origin, chunks_grate ); // Go through all the repaired chunk pices
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Jluyties barrier_chunks is the total amount of bars or boards that the exterior_goal was connected to
|
||
|
// The grates do not return random
|
||
|
function get_random_destroyed_chunk( barrier, barrier_chunks )
|
||
|
{
|
||
|
if(isdefined(barrier.zbarrier))
|
||
|
{
|
||
|
ret = undefined;
|
||
|
|
||
|
pieces = barrier.zbarrier GetZBarrierPieceIndicesInState("open");
|
||
|
|
||
|
if(pieces.size)
|
||
|
{
|
||
|
ret = array::randomize(pieces)[0];
|
||
|
}
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
chunk = undefined;
|
||
|
chunks_repair_grate = undefined;
|
||
|
|
||
|
|
||
|
chunks = get_destroyed_chunks( barrier_chunks );
|
||
|
|
||
|
chunks_repair_grate = get_destroyed_repair_grates ( barrier_chunks );
|
||
|
|
||
|
// for(i = 0; i < chunks.size; i++ )
|
||
|
|
||
|
if ( IsDefined( chunks ) )
|
||
|
{
|
||
|
return chunks[RandomInt( chunks.size )];
|
||
|
//return get_destroyed_chunks_without_grate ( chunks );
|
||
|
}
|
||
|
|
||
|
else if( IsDefined( chunks_repair_grate ) )
|
||
|
{
|
||
|
return grate_order_destroyed ( chunks_repair_grate );
|
||
|
}
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function get_destroyed_repair_grates( barrier_chunks )
|
||
|
{
|
||
|
// I may have to do my check here
|
||
|
array = []; // Setup array
|
||
|
for( i = 0; i < barrier_chunks.size; i++ ) // Cycle through and grab all chunks
|
||
|
{
|
||
|
if( IsDefined ( barrier_chunks[i] ) )
|
||
|
{
|
||
|
if( IsDefined ( barrier_chunks[i].script_parameters ) && ( barrier_chunks[i].script_parameters == "grate" ) )
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( array.size == 0 )
|
||
|
{
|
||
|
return undefined; // If there are no more pieces left then don't allow it to continue
|
||
|
}
|
||
|
|
||
|
return array; // send back state of array so it knows if boards are full or note and which board it is.
|
||
|
}
|
||
|
|
||
|
|
||
|
// this is the layer I want to do the check
|
||
|
// I need to define each part of
|
||
|
function get_non_destroyed_chunks( barrier, barrier_chunks )
|
||
|
{
|
||
|
if(isdefined(barrier.zbarrier))
|
||
|
{
|
||
|
return barrier.zbarrier GetZBarrierPieceIndicesInState("closed");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
array = []; // Setup array
|
||
|
for( i = 0; i < barrier_chunks.size; i++ ) // Cycle through and grab all chunks
|
||
|
{
|
||
|
if(IsDefined (barrier_chunks[i].script_team) && (barrier_chunks[i].script_team == "classic_boards") )
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_parameters) && (barrier_chunks[i].script_parameters == "board") )
|
||
|
{
|
||
|
if( barrier_chunks[i] get_chunk_state() == "repaired" ) // If the state of the chunk is repaired then continue
|
||
|
{
|
||
|
if( barrier_chunks[i].origin == barrier_chunks[i].og_origin ) // If this chunk has its original origin then continue
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; //
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//DCS: new barricade added for pentagon.
|
||
|
if(IsDefined (barrier_chunks[i].script_team) && (barrier_chunks[i].script_team == "new_barricade") )
|
||
|
{
|
||
|
if(IsDefined(barrier_chunks[i].script_parameters) && (barrier_chunks[i].script_parameters == "repair_board" || barrier_chunks[i].script_parameters == "barricade_vents"))
|
||
|
{
|
||
|
if( barrier_chunks[i] get_chunk_state() == "repaired" ) // If the state of the chunk is repaired then continue
|
||
|
{
|
||
|
if( barrier_chunks[i].origin == barrier_chunks[i].og_origin ) // If this chunk has its original origin then continue
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; //
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
else if ( IsDefined (barrier_chunks[i].script_team ) && ( barrier_chunks[i].script_team == "6_bars_bent" ) )
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_parameters) && (barrier_chunks[i].script_parameters == "bar") )
|
||
|
{
|
||
|
if( barrier_chunks[i] get_chunk_state() == "repaired" ) // If the state of the chunk is repaired then continue
|
||
|
{
|
||
|
|
||
|
if( barrier_chunks[i].origin == barrier_chunks[i].og_origin ) // If this chunk has its original origin then continue
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; //
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
else if ( IsDefined (barrier_chunks[i].script_team ) && ( barrier_chunks[i].script_team == "6_bars_prestine" ) )
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_parameters) && (barrier_chunks[i].script_parameters == "bar") )
|
||
|
{
|
||
|
if( barrier_chunks[i] get_chunk_state() == "repaired" ) // If the state of the chunk is repaired then continue
|
||
|
{
|
||
|
|
||
|
if( barrier_chunks[i].origin == barrier_chunks[i].og_origin ) // If this chunk has its original origin then continue
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; //
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( array.size == 0 )
|
||
|
{
|
||
|
return undefined; // If there are no more pieces left then don't allow it to continue
|
||
|
}
|
||
|
|
||
|
return array; // send back state of array
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function get_non_destroyed_chunks_grate( barrier, barrier_chunks )
|
||
|
{
|
||
|
if(isdefined(barrier.zbarrier))
|
||
|
{
|
||
|
return barrier.zbarrier GetZBarrierPieceIndicesInState("closed");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
array = []; // Setup array
|
||
|
for( i = 0; i < barrier_chunks.size; i++ ) // Cycle through and grab all chunks
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_parameters) && (barrier_chunks[i].script_parameters == "grate") )
|
||
|
{
|
||
|
if( IsDefined ( barrier_chunks[i] ) )
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; //
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( array.size == 0 )
|
||
|
{
|
||
|
return undefined; // If there are no more pieces left then don't allow it to continue
|
||
|
}
|
||
|
|
||
|
return array; // send back state of array so it knows if boards are full or note and which board it is.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function get_non_destroyed_variant1( barrier_chunks )
|
||
|
{
|
||
|
array = []; // Setup array
|
||
|
for( i = 0; i < barrier_chunks.size; i++ ) // Cycle through and grab all chunks
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_team) && (barrier_chunks[i].script_team == "bar_board_variant1") )
|
||
|
{
|
||
|
if( IsDefined ( barrier_chunks[i] ) )
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( array.size == 0 )
|
||
|
{
|
||
|
return undefined; // If there are no more pieces left then don't allow it to continue
|
||
|
}
|
||
|
|
||
|
return array; // send back state of array so it knows if boards are full or note and which board it is.
|
||
|
}
|
||
|
|
||
|
function get_non_destroyed_variant2( barrier_chunks )
|
||
|
{
|
||
|
array = []; // Setup array
|
||
|
for( i = 0; i < barrier_chunks.size; i++ ) // Cycle through and grab all chunks
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_team) && (barrier_chunks[i].script_team == "bar_board_variant2") )
|
||
|
{
|
||
|
if( IsDefined ( barrier_chunks[i] ) )
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( array.size == 0 )
|
||
|
{
|
||
|
return undefined; // If there are no more pieces left then don't allow it to continue
|
||
|
}
|
||
|
|
||
|
return array; // send back state of array so it knows if boards are full or note and which board it is.
|
||
|
}
|
||
|
|
||
|
function get_non_destroyed_variant4( barrier_chunks )
|
||
|
{
|
||
|
array = []; // Setup array
|
||
|
for( i = 0; i < barrier_chunks.size; i++ ) // Cycle through and grab all chunks
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_team) && (barrier_chunks[i].script_team == "bar_board_variant4") )
|
||
|
{
|
||
|
if( IsDefined ( barrier_chunks[i] ) )
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; //
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( array.size == 0 )
|
||
|
{
|
||
|
return undefined; // If there are no more pieces left then don't allow it to continue
|
||
|
}
|
||
|
|
||
|
return array; // send back state of array so it knows if boards are full or note and which board it is.
|
||
|
}
|
||
|
|
||
|
function get_non_destroyed_variant5( barrier_chunks )
|
||
|
{
|
||
|
array = []; // Setup array
|
||
|
for( i = 0; i < barrier_chunks.size; i++ ) // Cycle through and grab all chunks
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_team) && (barrier_chunks[i].script_team == "bar_board_variant5") )
|
||
|
{
|
||
|
if( IsDefined ( barrier_chunks[i] ) )
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; //
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( array.size == 0 )
|
||
|
{
|
||
|
return undefined; // If there are no more pieces left then don't allow it to continue
|
||
|
}
|
||
|
|
||
|
return array; // send back state of array so it knows if boards are full or note and which board it is.
|
||
|
}
|
||
|
|
||
|
function get_destroyed_chunks( barrier_chunks )
|
||
|
{
|
||
|
array = [];
|
||
|
for( i = 0; i < barrier_chunks.size; i++ )
|
||
|
{
|
||
|
if( barrier_chunks[i] get_chunk_state() == "destroyed" ) // if the chunks state says it is destroyed then continue
|
||
|
{
|
||
|
if (IsDefined (barrier_chunks[i].script_parameters) && barrier_chunks[i].script_parameters == "board")
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; // create a new array from barrier chunks
|
||
|
}
|
||
|
else if (IsDefined (barrier_chunks[i].script_parameters) && barrier_chunks[i].script_parameters == "repair_board" || barrier_chunks[i].script_parameters == "barricade_vents")
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; // create a new array from barrier chunks
|
||
|
}
|
||
|
else if (IsDefined (barrier_chunks[i].script_parameters) && (barrier_chunks[i].script_parameters == "bar") )
|
||
|
{
|
||
|
array[array.size] = barrier_chunks[i]; // create a new array from barrier chunks
|
||
|
}
|
||
|
|
||
|
else if (IsDefined (barrier_chunks[i].script_parameters) && (barrier_chunks[i].script_parameters == "grate") )
|
||
|
{
|
||
|
// This makes sure that it isn't returned
|
||
|
return undefined;
|
||
|
//array[array.size] = barrier_chunks[i]; // create a new array from barrier chunks
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( array.size == 0 )
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
return array;
|
||
|
|
||
|
//if( IsDefined( barrier_chunks ) )
|
||
|
//{
|
||
|
// return barrier_chunks;
|
||
|
//}
|
||
|
}
|
||
|
|
||
|
|
||
|
function grate_order_destroyed( chunks_repair_grate )
|
||
|
{
|
||
|
grate_repair_order = [];
|
||
|
grate_repair_order1 =[]; // this sets up the order for the grates
|
||
|
grate_repair_order2 =[]; // this sets up the order for the grates
|
||
|
grate_repair_order3 =[]; // this sets up the order for the grates
|
||
|
grate_repair_order4 =[]; // this sets up the order for the grates
|
||
|
grate_repair_order5 =[]; // this sets up the order for the grates
|
||
|
grate_repair_order6 =[]; // this sets up the order for the grates
|
||
|
|
||
|
|
||
|
// DEBUG
|
||
|
/*
|
||
|
for(i=0;i<chunks_repair_grate.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined (chunks_repair_grate[i].script_parameters) && (chunks_repair_grate[i].script_parameters == "grate") )
|
||
|
{
|
||
|
grate_repair_order[grate_repair_order.size] = chunks_repair_grate[i]; // now chunks is the total amount of grates connecte
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
for(i=0;i<chunks_repair_grate.size;i++)
|
||
|
{
|
||
|
if (IsDefined (chunks_repair_grate[i].script_parameters) && (chunks_repair_grate[i].script_parameters == "grate") )
|
||
|
{
|
||
|
if ( IsDefined ( chunks_repair_grate[i].script_noteworthy ) && ( chunks_repair_grate[i].script_noteworthy == "1" ) )
|
||
|
{
|
||
|
grate_repair_order1[grate_repair_order1.size] = chunks_repair_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_repair_grate[i].script_noteworthy ) && ( chunks_repair_grate[i].script_noteworthy == "2" ) )
|
||
|
{
|
||
|
grate_repair_order2[grate_repair_order2.size] = chunks_repair_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_repair_grate[i].script_noteworthy ) && ( chunks_repair_grate[i].script_noteworthy == "3" ) )
|
||
|
{
|
||
|
grate_repair_order3[grate_repair_order3.size] = chunks_repair_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_repair_grate[i].script_noteworthy ) && ( chunks_repair_grate[i].script_noteworthy == "4" ) )
|
||
|
{
|
||
|
grate_repair_order4[grate_repair_order4.size] = chunks_repair_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_repair_grate[i].script_noteworthy ) && ( chunks_repair_grate[i].script_noteworthy == "5" ) )
|
||
|
{
|
||
|
grate_repair_order5[grate_repair_order5.size] = chunks_repair_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
if ( IsDefined ( chunks_repair_grate[i].script_noteworthy ) && ( chunks_repair_grate[i].script_noteworthy == "6" ) )
|
||
|
{
|
||
|
grate_repair_order6[grate_repair_order6.size] = chunks_repair_grate[i];
|
||
|
// send back order here
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for(i=0;i<chunks_repair_grate.size;i++) // Go through the array
|
||
|
{
|
||
|
if (IsDefined (chunks_repair_grate[i].script_parameters) && (chunks_repair_grate[i].script_parameters == "grate") )
|
||
|
{
|
||
|
if( IsDefined ( grate_repair_order1[i] ) ) // last one here
|
||
|
{
|
||
|
|
||
|
if( ( grate_repair_order6[i].state == "destroyed" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" Fix grate6 ");
|
||
|
#/
|
||
|
// Here I will tell the other board to replace
|
||
|
return grate_repair_order6[i];
|
||
|
}
|
||
|
if( ( grate_repair_order5[i].state == "destroyed" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" Fix grate5 ");
|
||
|
#/
|
||
|
grate_repair_order6[i] thread show_grate_repair();
|
||
|
return grate_repair_order5[i];
|
||
|
}
|
||
|
else if( ( grate_repair_order4[i].state == "destroyed" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" Fix grate4 ");
|
||
|
#/
|
||
|
grate_repair_order5[i] thread show_grate_repair();
|
||
|
return grate_repair_order4[i];
|
||
|
}
|
||
|
else if( ( grate_repair_order3[i].state == "destroyed" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" Fix grate3 ");
|
||
|
#/
|
||
|
grate_repair_order4[i] thread show_grate_repair();
|
||
|
return grate_repair_order3[i];
|
||
|
}
|
||
|
else if( ( grate_repair_order2[i].state == "destroyed" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" Fix grate2 ");
|
||
|
#/
|
||
|
grate_repair_order3[i] thread show_grate_repair();
|
||
|
return grate_repair_order2[i];
|
||
|
}
|
||
|
else if( ( grate_repair_order1[i].state == "destroyed" ) )
|
||
|
{
|
||
|
/#
|
||
|
IPrintLnBold(" Fix grate1 ");
|
||
|
#/
|
||
|
grate_repair_order2[i] thread show_grate_repair();
|
||
|
// I need to return nothing here.
|
||
|
//return undefined();
|
||
|
return grate_repair_order1[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Self is grate
|
||
|
function show_grate_repair()
|
||
|
{
|
||
|
wait( 0.34 );
|
||
|
self Hide();
|
||
|
}
|
||
|
|
||
|
function get_chunk_state()
|
||
|
{
|
||
|
assert( isdefined( self.state ) );
|
||
|
|
||
|
return self.state;
|
||
|
}
|
||
|
|
||
|
function array_limiter( array, total )
|
||
|
{
|
||
|
new_array = [];
|
||
|
|
||
|
for( i = 0; i < array.size; i++ )
|
||
|
{
|
||
|
if( i < total )
|
||
|
{
|
||
|
new_array[new_array.size] = array[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return new_array;
|
||
|
}
|
||
|
|
||
|
|
||
|
function fake_physicslaunch( target_pos, power )
|
||
|
{
|
||
|
start_pos = self.origin;
|
||
|
|
||
|
///////// Math Section
|
||
|
// Reverse the gravity so it's negative, you could change the gravity
|
||
|
// by just putting a number in there, but if you keep the dvar, then the
|
||
|
// user will see it change.
|
||
|
gravity = GetDvarInt( "bg_gravity" ) * -1;
|
||
|
|
||
|
dist = Distance( start_pos, target_pos );
|
||
|
|
||
|
time = dist / power;
|
||
|
delta = target_pos - start_pos;
|
||
|
drop = 0.5 * gravity *( time * time );
|
||
|
|
||
|
velocity = ( ( delta[0] / time ), ( delta[1] / time ), ( delta[2] - drop ) / time );
|
||
|
///////// End Math Section
|
||
|
|
||
|
level thread draw_line_ent_to_pos( self, target_pos );
|
||
|
self MoveGravity( velocity, time );
|
||
|
return time;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// STRINGS =======================================================================
|
||
|
//
|
||
|
function add_zombie_hint( ref, text )
|
||
|
{
|
||
|
if( !IsDefined( level.zombie_hints ) )
|
||
|
{
|
||
|
level.zombie_hints = [];
|
||
|
}
|
||
|
|
||
|
level.zombie_hints[ref] = text;
|
||
|
}
|
||
|
|
||
|
function get_zombie_hint( ref )
|
||
|
{
|
||
|
if( IsDefined( level.zombie_hints[ref] ) )
|
||
|
{
|
||
|
return level.zombie_hints[ref];
|
||
|
}
|
||
|
|
||
|
/#
|
||
|
println( "UNABLE TO FIND HINT STRING " + ref );
|
||
|
#/
|
||
|
return level.zombie_hints["undefined"];
|
||
|
}
|
||
|
|
||
|
// self is the trigger( usually spawned in on the fly )
|
||
|
// ent is the entity that has the script_hint info
|
||
|
function set_hint_string( ent, default_ref, cost )
|
||
|
{
|
||
|
ref = default_ref;
|
||
|
if( IsDefined( ent.script_hint ) )
|
||
|
{
|
||
|
ref = ent.script_hint;
|
||
|
}
|
||
|
if ( IS_TRUE( level.legacy_hint_system ) ) // T7TODO - this can be deleted
|
||
|
{
|
||
|
ref = ref + "_" + cost;
|
||
|
self SetHintString( get_zombie_hint( ref ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
hint = get_zombie_hint( ref );
|
||
|
if (IsDefined(cost))
|
||
|
{
|
||
|
self SetHintString( hint, cost );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self SetHintString( hint );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function get_hint_string(ent, default_ref, cost )
|
||
|
{
|
||
|
ref = default_ref;
|
||
|
if( IsDefined( ent.script_hint ) )
|
||
|
{
|
||
|
ref = ent.script_hint;
|
||
|
}
|
||
|
if ( IS_TRUE( level.legacy_hint_system ) && IsDefined(cost) ) // T7TODO - this can be deleted
|
||
|
{
|
||
|
ref = ref + "_" + cost;
|
||
|
}
|
||
|
return get_zombie_hint( ref );
|
||
|
}
|
||
|
|
||
|
function unitrigger_set_hint_string( ent, default_ref, cost )
|
||
|
{
|
||
|
triggers=[];
|
||
|
if(self.trigger_per_player)
|
||
|
{
|
||
|
triggers = self.playertrigger;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
triggers[0] = self.trigger;
|
||
|
}
|
||
|
foreach(trigger in triggers)
|
||
|
{
|
||
|
ref = default_ref;
|
||
|
if( IsDefined( ent.script_hint ) )
|
||
|
{
|
||
|
ref = ent.script_hint;
|
||
|
}
|
||
|
if ( IS_TRUE( level.legacy_hint_system ) ) // T7TODO - this can be deleted
|
||
|
{
|
||
|
ref = ref + "_" + cost;
|
||
|
trigger SetHintString( get_zombie_hint( ref ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
hint = get_zombie_hint( ref );
|
||
|
if (IsDefined(cost))
|
||
|
{
|
||
|
trigger SetHintString( hint, cost );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
trigger SetHintString( hint );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// SOUNDS ===========================================================
|
||
|
//
|
||
|
|
||
|
function add_sound( ref, alias )
|
||
|
{
|
||
|
if( !IsDefined( level.zombie_sounds ) )
|
||
|
{
|
||
|
level.zombie_sounds = [];
|
||
|
}
|
||
|
|
||
|
level.zombie_sounds[ref] = alias;
|
||
|
}
|
||
|
|
||
|
function play_sound_at_pos( ref, pos, ent )
|
||
|
{
|
||
|
if( IsDefined( ent ) )
|
||
|
{
|
||
|
if( IsDefined( ent.script_soundalias ) )
|
||
|
{
|
||
|
PlaySoundAtPosition( ent.script_soundalias, pos );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( IsDefined( self.script_sound ) )
|
||
|
{
|
||
|
ref = self.script_sound;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( ref == "none" )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !IsDefined( level.zombie_sounds[ref] ) )
|
||
|
{
|
||
|
AssertMsg( "Sound \"" + ref + "\" was not put to the zombie sounds list, please use add_sound( ref, alias ) at the start of your level." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
PlaySoundAtPosition( level.zombie_sounds[ref], pos );
|
||
|
}
|
||
|
|
||
|
function play_sound_on_ent( ref )
|
||
|
{
|
||
|
if( IsDefined( self.script_soundalias ) )
|
||
|
{
|
||
|
self PlaySound( self.script_soundalias );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( IsDefined( self.script_sound ) )
|
||
|
{
|
||
|
ref = self.script_sound;
|
||
|
}
|
||
|
|
||
|
if( ref == "none" )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !IsDefined( level.zombie_sounds[ref] ) )
|
||
|
{
|
||
|
AssertMsg( "Sound \"" + ref + "\" was not put to the zombie sounds list, please use add_sound( ref, alias ) at the start of your level." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self PlaySound( level.zombie_sounds[ref] );
|
||
|
}
|
||
|
|
||
|
function play_loopsound_on_ent( ref )
|
||
|
{
|
||
|
if( IsDefined( self.script_firefxsound ) )
|
||
|
{
|
||
|
ref = self.script_firefxsound;
|
||
|
}
|
||
|
|
||
|
if( ref == "none" )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !IsDefined( level.zombie_sounds[ref] ) )
|
||
|
{
|
||
|
AssertMsg( "Sound \"" + ref + "\" was not put to the zombie sounds list, please use add_sound( ref, alias ) at the start of your level." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self PlaySound( level.zombie_sounds[ref] );
|
||
|
}
|
||
|
|
||
|
|
||
|
function string_to_float( string )
|
||
|
{
|
||
|
floatParts = strTok( string, "." );
|
||
|
if ( floatParts.size == 1 )
|
||
|
return int(floatParts[0]);
|
||
|
|
||
|
whole = int(floatParts[0]);
|
||
|
// Convert the decimal part into a floating point value
|
||
|
decimal = 0;
|
||
|
for ( i=floatParts[1].size-1; i>=0; i-- )
|
||
|
{
|
||
|
decimal = decimal/10 + int(floatParts[1][i])/10;
|
||
|
}
|
||
|
|
||
|
if ( whole >= 0 )
|
||
|
return (whole + decimal);
|
||
|
else
|
||
|
return (whole - decimal);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// TABLE LOOK SECTION ============================================================
|
||
|
//
|
||
|
|
||
|
// Read a value from a table and set the related level.zombie_var
|
||
|
//
|
||
|
function set_zombie_var( zvar, value, is_float, column, is_team_based )
|
||
|
{
|
||
|
if ( !IsDefined( is_float ) )
|
||
|
{
|
||
|
is_float = false;
|
||
|
}
|
||
|
if ( !IsDefined(column) )
|
||
|
{
|
||
|
column = 1;
|
||
|
}
|
||
|
|
||
|
if ( IS_TRUE( is_team_based ) )
|
||
|
{
|
||
|
foreach( team in level.teams )
|
||
|
{
|
||
|
level.zombie_vars[ team ][ zvar ] = value;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.zombie_vars[zvar] = value;
|
||
|
}
|
||
|
|
||
|
return value;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Read a value from a table and return the result
|
||
|
//
|
||
|
function get_table_var( table, var_name, value, is_float, column )
|
||
|
{
|
||
|
if ( !IsDefined(table) )
|
||
|
{
|
||
|
table = "mp/zombiemode.csv";
|
||
|
}
|
||
|
if ( !IsDefined(is_float) )
|
||
|
{
|
||
|
is_float = false;
|
||
|
}
|
||
|
if ( !IsDefined(column) )
|
||
|
{
|
||
|
column = 1;
|
||
|
}
|
||
|
|
||
|
// First look it up in the table
|
||
|
table_value = TableLookUp( table, 0, var_name, column );
|
||
|
if ( IsDefined( table_value ) && table_value != "" )
|
||
|
{
|
||
|
if( is_float )
|
||
|
{
|
||
|
value = string_to_float( table_value );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
value = int( table_value );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return value;
|
||
|
}
|
||
|
|
||
|
|
||
|
function hudelem_count()
|
||
|
{
|
||
|
/#
|
||
|
max = 0;
|
||
|
curr_total = 0;
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( level.hudelem_count > max )
|
||
|
{
|
||
|
max = level.hudelem_count;
|
||
|
}
|
||
|
|
||
|
println( "HudElems: " + level.hudelem_count + "[Peak: " + max + "]" );
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function debug_round_advancer()
|
||
|
{
|
||
|
/#
|
||
|
while( 1 )
|
||
|
{
|
||
|
zombs = zombie_utility::get_round_enemy_array();
|
||
|
|
||
|
for( i = 0; i < zombs.size; i++ )
|
||
|
{
|
||
|
zombs[i] dodamage( zombs[i].health + 666, ( 0, 0, 0 ) );
|
||
|
wait 0.5;
|
||
|
}
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function print_run_speed( speed )
|
||
|
{
|
||
|
/#
|
||
|
self endon( "death" );
|
||
|
while( 1 )
|
||
|
{
|
||
|
print3d( self.origin +( 0, 0, 64 ), speed, ( 1, 1, 1 ) );
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function draw_line_ent_to_ent( ent1, ent2 )
|
||
|
{
|
||
|
/#
|
||
|
if( GetDvarInt( "zombie_debug" ) != 1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent1 endon( "death" );
|
||
|
ent2 endon( "death" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
line( ent1.origin, ent2.origin );
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function draw_line_ent_to_pos( ent, pos, end_on )
|
||
|
{
|
||
|
/#
|
||
|
if( GetDvarInt( "zombie_debug" ) != 1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent endon( "death" );
|
||
|
|
||
|
ent notify( "stop_draw_line_ent_to_pos" );
|
||
|
ent endon( "stop_draw_line_ent_to_pos" );
|
||
|
|
||
|
if( IsDefined( end_on ) )
|
||
|
{
|
||
|
ent endon( end_on );
|
||
|
}
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
line( ent.origin, pos );
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function debug_print( msg )
|
||
|
{
|
||
|
/#
|
||
|
if( GetDvarInt( "zombie_debug" ) > 0 )
|
||
|
{
|
||
|
println( "######### ZOMBIE: " + msg );
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function debug_blocker( pos, rad, height )
|
||
|
{
|
||
|
/#
|
||
|
self notify( "stop_debug_blocker" );
|
||
|
self endon( "stop_debug_blocker" );
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
if( GetDvarInt( "zombie_debug" ) != 1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
WAIT_SERVER_FRAME;
|
||
|
drawcylinder( pos, rad, height );
|
||
|
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function drawcylinder( pos, rad, height )
|
||
|
{
|
||
|
/#
|
||
|
currad = rad;
|
||
|
curheight = height;
|
||
|
|
||
|
for( r = 0; r < 20; r++ )
|
||
|
{
|
||
|
theta = r / 20 * 360;
|
||
|
theta2 = ( r + 1 ) / 20 * 360;
|
||
|
|
||
|
line( pos +( cos( theta ) * currad, sin( theta ) * currad, 0 ), pos +( cos( theta2 ) * currad, sin( theta2 ) * currad, 0 ) );
|
||
|
line( pos +( cos( theta ) * currad, sin( theta ) * currad, curheight ), pos +( cos( theta2 ) * currad, sin( theta2 ) * currad, curheight ) );
|
||
|
line( pos +( cos( theta ) * currad, sin( theta ) * currad, 0 ), pos +( cos( theta ) * currad, sin( theta ) * currad, curheight ) );
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function print3d_at_pos( msg, pos, thread_endon, offset )
|
||
|
{
|
||
|
/#
|
||
|
self endon( "death" );
|
||
|
|
||
|
if( IsDefined( thread_endon ) )
|
||
|
{
|
||
|
self notify( thread_endon );
|
||
|
self endon( thread_endon );
|
||
|
}
|
||
|
|
||
|
if( !IsDefined( offset ) )
|
||
|
{
|
||
|
offset = ( 0, 0, 0 );
|
||
|
}
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
print3d( self.origin + offset, msg );
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
function debug_breadcrumbs()
|
||
|
{
|
||
|
/#
|
||
|
self endon( "disconnect" );
|
||
|
self notify("stop_debug_breadcrumbs");
|
||
|
self endon("stop_debug_breadcrumbs");
|
||
|
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( GetDvarInt( "zombie_debug" ) != 1 )
|
||
|
{
|
||
|
wait( 1 );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < self.zombie_breadcrumbs.size; i++ )
|
||
|
{
|
||
|
drawcylinder( self.zombie_breadcrumbs[i], 5, 5 );
|
||
|
}
|
||
|
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
/#
|
||
|
function debug_attack_spots_taken()
|
||
|
{
|
||
|
// this section was totally commented out.
|
||
|
self notify("stop_debug_breadcrumbs");
|
||
|
self endon("stop_debug_breadcrumbs");
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( GetDvarInt( "zombie_debug" ) != 2 )
|
||
|
{
|
||
|
wait( 1 );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
WAIT_SERVER_FRAME;
|
||
|
count = 0;
|
||
|
for( i = 0; i < self.attack_spots_taken.size; i++ )
|
||
|
{
|
||
|
if( self.attack_spots_taken[i] )
|
||
|
{
|
||
|
count++;
|
||
|
circle(self.attack_spots[i], 12, (1,0,0), false, true, 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
circle(self.attack_spots[i], 12, (0,1,0), false, true, 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
msg = "" + count + " / " + self.attack_spots_taken.size;
|
||
|
print3d( self.origin, msg );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
function float_print3d( msg, time )
|
||
|
{
|
||
|
/#
|
||
|
self endon( "death" );
|
||
|
|
||
|
time = GetTime() + ( time * 1000 );
|
||
|
offset = ( 0, 0, 72 );
|
||
|
while( GetTime() < time )
|
||
|
{
|
||
|
offset = offset + ( 0, 0, 2 );
|
||
|
print3d( self.origin + offset, msg, ( 1, 1, 1 ) );
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
function do_player_vo(snd, variation_count)
|
||
|
{
|
||
|
index = get_player_index(self);
|
||
|
|
||
|
// updated to new alias format - Steve G
|
||
|
sound = "zmb_vox_plr_" + index + "_" + snd;
|
||
|
if(IsDefined (variation_count))
|
||
|
{
|
||
|
sound = sound + "_" + randomintrange(0, variation_count);
|
||
|
}
|
||
|
if(!isDefined(level.player_is_speaking))
|
||
|
{
|
||
|
level.player_is_speaking = 0;
|
||
|
}
|
||
|
|
||
|
if (level.player_is_speaking == 0)
|
||
|
{
|
||
|
level.player_is_speaking = 1;
|
||
|
self PlaySoundWithNotify(sound, "sound_done");
|
||
|
self waittill("sound_done");
|
||
|
//This ensures that there is at least 3 seconds waittime before playing another VO.
|
||
|
wait(2);
|
||
|
level.player_is_speaking = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function is_magic_bullet_shield_enabled( ent )
|
||
|
{
|
||
|
if( !IsDefined( ent ) )
|
||
|
return false;
|
||
|
|
||
|
//return ( IsDefined( ent.magic_bullet_shield ) && ent.magic_bullet_shield == true );
|
||
|
return !IS_TRUE( ent.allowDeath );
|
||
|
}
|
||
|
|
||
|
function really_play_2D_sound(sound)
|
||
|
{
|
||
|
temp_ent = spawn("script_origin", (0,0,0));
|
||
|
temp_ent PlaySoundWithNotify (sound, sound + "wait");
|
||
|
temp_ent waittill (sound + "wait");
|
||
|
WAIT_SERVER_FRAME;
|
||
|
temp_ent delete();
|
||
|
}
|
||
|
|
||
|
|
||
|
function play_sound_2D(sound)
|
||
|
{
|
||
|
level thread really_play_2D_sound(sound);
|
||
|
|
||
|
/*
|
||
|
if(!isdefined(level.playsound2dent))
|
||
|
{
|
||
|
level.playsound2dent = spawn("script_origin",(0,0,0));
|
||
|
}
|
||
|
|
||
|
//players=GetPlayers();
|
||
|
level.playsound2dent playsound ( sound );
|
||
|
*/
|
||
|
/*
|
||
|
temp_ent = spawn("script_origin", (0,0,0));
|
||
|
temp_ent PlaySoundWithNotify (sound, sound + "wait");
|
||
|
temp_ent waittill (sound + "wait");
|
||
|
WAIT_SERVER_FRAME;
|
||
|
temp_ent delete();
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
function include_weapon( weapon_name, in_box )
|
||
|
{
|
||
|
/# println( "ZM >> include_weapon = " + weapon_name ); #/
|
||
|
if( !isDefined( in_box ) )
|
||
|
{
|
||
|
in_box = true;
|
||
|
}
|
||
|
|
||
|
zm_weapons::include_zombie_weapon( weapon_name, in_box );
|
||
|
}
|
||
|
|
||
|
// Allows triggers to be un/seen by players
|
||
|
function trigger_invisible( enable )
|
||
|
{
|
||
|
players = GetPlayers();
|
||
|
for ( i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
if ( isdefined( players[i] ) )
|
||
|
{
|
||
|
self SetInvisibleToPlayer( players[i], enable );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Print3d
|
||
|
function print3d_ent( text, color, scale, offset, end_msg, overwrite )
|
||
|
{
|
||
|
self endon("death");
|
||
|
|
||
|
if ( IsDefined(overwrite) && overwrite && IsDefined( self._debug_print3d_msg ) )
|
||
|
{
|
||
|
// Kill the previous thread
|
||
|
self notify( "end_print3d" );
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
|
||
|
self endon("end_print3d");
|
||
|
|
||
|
if ( !IsDefined(color) )
|
||
|
{
|
||
|
color = (1,1,1);
|
||
|
}
|
||
|
|
||
|
if ( !IsDefined(scale) )
|
||
|
{
|
||
|
scale = 1.0;
|
||
|
}
|
||
|
|
||
|
if ( !IsDefined(offset) )
|
||
|
{
|
||
|
offset = (0,0,0);
|
||
|
}
|
||
|
|
||
|
if ( IsDefined(end_msg) )
|
||
|
{
|
||
|
self endon(end_msg);
|
||
|
}
|
||
|
|
||
|
// This way you can change the message dynamically by changing the var
|
||
|
self._debug_print3d_msg = text;
|
||
|
/#
|
||
|
while ( !IS_TRUE( level.disable_print3d_ent ) )
|
||
|
{
|
||
|
print3d( self.origin+offset, self._debug_print3d_msg, color, scale );
|
||
|
WAIT_SERVER_FRAME;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
//
|
||
|
//
|
||
|
function create_counter_hud( x )
|
||
|
{
|
||
|
if( !IsDefined( x ) )
|
||
|
{
|
||
|
x = 0;
|
||
|
}
|
||
|
|
||
|
hud = create_simple_hud();
|
||
|
hud.alignX = "left";
|
||
|
hud.alignY = "top";
|
||
|
hud.horzAlign = "user_left";
|
||
|
hud.vertAlign = "user_top";
|
||
|
hud.color = ( 1, 1, 1 );
|
||
|
// hud.color = ( 0.21, 0, 0 );
|
||
|
hud.fontscale = 32;
|
||
|
hud.x = x;
|
||
|
hud.alpha = 0;
|
||
|
|
||
|
hud SetShader( "hud_chalk_1", 64, 64 );
|
||
|
|
||
|
return hud;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// Get the name of the zone that the entity is currently in
|
||
|
// self is the entity to check on
|
||
|
function get_current_zone( return_zone )
|
||
|
{
|
||
|
level flag::wait_till( "zones_initialized" );
|
||
|
|
||
|
if ( IsDefined(self.cached_zone) )
|
||
|
{
|
||
|
zone = self.cached_zone;
|
||
|
zone_name = self.cached_zone_name;
|
||
|
vol = self.cached_zone_volume;
|
||
|
// check most recent zone and volume
|
||
|
if ( self IsTouching(zone.volumes[vol]) )
|
||
|
{
|
||
|
if ( IS_TRUE( return_zone ) )
|
||
|
{
|
||
|
return zone;
|
||
|
}
|
||
|
return zone_name;
|
||
|
}
|
||
|
// check other volumes in the most recent zone
|
||
|
for (i = 0; i < zone.volumes.size; i++)
|
||
|
{
|
||
|
if ( i == vol )
|
||
|
continue;
|
||
|
if ( self IsTouching(zone.volumes[i]) )
|
||
|
{
|
||
|
self.cached_zone = zone;
|
||
|
self.cached_zone_volume = i;
|
||
|
if ( IS_TRUE( return_zone ) )
|
||
|
{
|
||
|
return zone;
|
||
|
}
|
||
|
return zone_name;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// clear out active zone flags
|
||
|
for( z=0; z<level.zone_keys.size; z++ )
|
||
|
{
|
||
|
zone_name = level.zone_keys[z];
|
||
|
zone = level.zones[ zone_name ];
|
||
|
|
||
|
if ( IS_EQUAL( zone, self.cached_zone ) )
|
||
|
continue;
|
||
|
|
||
|
// Okay check to see if the entity is in one of the zone volumes
|
||
|
for (i = 0; i < zone.volumes.size; i++)
|
||
|
{
|
||
|
if ( self IsTouching(zone.volumes[i]) )
|
||
|
{
|
||
|
self.cached_zone = zone;
|
||
|
self.cached_zone_name = zone_name;
|
||
|
self.cached_zone_volume = i;
|
||
|
if ( IS_TRUE( return_zone ) )
|
||
|
{
|
||
|
return zone;
|
||
|
}
|
||
|
return zone_name;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
self.cached_zone = undefined;
|
||
|
self.cached_zone_name = undefined;
|
||
|
self.cached_zone_volume = undefined;
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
function remove_mod_from_methodofdeath( mod )
|
||
|
{
|
||
|
/*modStrings = strtok( mod, "mod_" );
|
||
|
modName = "";
|
||
|
for ( i = 1; i < modStrings.size; i++ )//skip the MOD_
|
||
|
{
|
||
|
modName += modStrings[i];
|
||
|
}*/
|
||
|
|
||
|
return mod;
|
||
|
}
|
||
|
|
||
|
function clear_fog_threads()
|
||
|
{
|
||
|
players = GetPlayers();
|
||
|
|
||
|
for( i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
players[i] notify( "stop_fog" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function display_message( titleText, notifyText, duration )
|
||
|
{
|
||
|
notifyData = spawnStruct();
|
||
|
notifyData.titleText = notifyText;//titleText;
|
||
|
notifyData.notifyText = titleText;//notifyText;
|
||
|
//notifyData.titleText = &"ZM_MEAT_GRAB";
|
||
|
//notifyData.notifyText = "MEAT GRAB";
|
||
|
notifyData.sound = "mus_level_up";
|
||
|
notifyData.duration = duration;
|
||
|
notifyData.glowColor = (1.0, 0.0, 0.0);
|
||
|
notifyData.color = (0.0, 0.0, 0.0);
|
||
|
notifyData.iconName = "hud_zombies_meat";
|
||
|
self thread hud_message::notifyMessage( notifyData );
|
||
|
}
|
||
|
|
||
|
function is_quad()
|
||
|
{
|
||
|
return self.animname == "quad_zombie";
|
||
|
}
|
||
|
|
||
|
function is_leaper()
|
||
|
{
|
||
|
return self.animname == "leaper_zombie";
|
||
|
}
|
||
|
|
||
|
function shock_onpain()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "disconnect" );
|
||
|
|
||
|
self notify("stop_shock_onpain");
|
||
|
self endon("stop_shock_onpain");
|
||
|
|
||
|
if( GetDvarString( "blurpain" ) == "" )
|
||
|
{
|
||
|
SetDvar( "blurpain", "on" );
|
||
|
}
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
oldhealth = self.health;
|
||
|
self waittill( "damage", damage, attacker, direction_vec, point, mod );
|
||
|
|
||
|
if( IsDefined( level.shock_onpain ) && !level.shock_onpain )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( IsDefined( self.shock_onpain ) && !self.shock_onpain )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( self.health < 1 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( IsDefined(attacker) && IsDefined(attacker.custom_player_shellshock) )
|
||
|
{
|
||
|
self [[ attacker.custom_player_shellshock ]] ( damage, attacker, direction_vec, point, mod );
|
||
|
}
|
||
|
else if( mod == "MOD_PROJECTILE" || mod == "MOD_PROJECTILE_SPLASH" )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
else if( mod == "MOD_GRENADE_SPLASH" || mod == "MOD_GRENADE" || mod == "MOD_EXPLOSIVE" )
|
||
|
{
|
||
|
shockType = undefined;
|
||
|
shockLight = undefined;
|
||
|
|
||
|
if ( IS_TRUE( self.is_burning ) )
|
||
|
{
|
||
|
shockType = "lava";
|
||
|
shockLight = "lava_small";
|
||
|
}
|
||
|
|
||
|
self shock_onexplosion( damage, shockType, shockLight );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( GetDvarString( "blurpain" ) == "on" )
|
||
|
{
|
||
|
self ShellShock( "pain_zm", 0.5 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function shock_onexplosion( damage, shockType, shockLight )
|
||
|
{
|
||
|
time = 0;
|
||
|
|
||
|
scaled_damage = 100 * damage / self.maxhealth;
|
||
|
|
||
|
if( scaled_damage >= 90 )
|
||
|
{
|
||
|
time = 4;
|
||
|
}
|
||
|
else if( scaled_damage >= 50 )
|
||
|
{
|
||
|
time = 3;
|
||
|
}
|
||
|
else if( scaled_damage >= 25 )
|
||
|
{
|
||
|
time = 2;
|
||
|
}
|
||
|
else if( scaled_damage > 10 )
|
||
|
{
|
||
|
time = 1;
|
||
|
}
|
||
|
|
||
|
if( time )
|
||
|
{
|
||
|
if ( !IsDefined( shockType ) )
|
||
|
{
|
||
|
shockType = "explosion";
|
||
|
}
|
||
|
|
||
|
self ShellShock( shockType, time );
|
||
|
}
|
||
|
else if (IsDefined(shockLight))
|
||
|
{
|
||
|
self ShellShock( shockLight, time );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
function increment_ignoreme()
|
||
|
{
|
||
|
DEFAULT( self.ignorme_count, 0 );
|
||
|
self.ignorme_count++;
|
||
|
self.ignoreme = ( self.ignorme_count > 0 );
|
||
|
}
|
||
|
|
||
|
function decrement_ignoreme()
|
||
|
{
|
||
|
DEFAULT( self.ignorme_count, 0 );
|
||
|
if( self.ignorme_count > 0 )
|
||
|
{
|
||
|
self.ignorme_count--;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AssertMsg( "making ignorme_count less than 0" );
|
||
|
}
|
||
|
|
||
|
self.ignoreme = ( self.ignorme_count > 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// ww: increment the is_drinking variable on a player
|
||
|
function increment_is_drinking()
|
||
|
{
|
||
|
//self endon( "death" );
|
||
|
/#
|
||
|
if( IS_TRUE(level.devgui_dpad_watch) )
|
||
|
{
|
||
|
self.is_drinking++;
|
||
|
return;
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
if( !isdefined(self.is_drinking) )
|
||
|
self.is_drinking = 0;
|
||
|
|
||
|
if( self.is_drinking == 0 )
|
||
|
{
|
||
|
|
||
|
self DisableOffhandWeapons();
|
||
|
self DisableWeaponCycling();
|
||
|
}
|
||
|
|
||
|
self.is_drinking++;
|
||
|
}
|
||
|
|
||
|
// ww: checks is_drinking
|
||
|
//is_drinking()
|
||
|
//{
|
||
|
// //self endon( "death" );
|
||
|
// return ( self.is_drinking > 0 );
|
||
|
//}
|
||
|
|
||
|
// to check if more than one is active at once
|
||
|
function is_multiple_drinking()
|
||
|
{
|
||
|
//self endon( "death" );
|
||
|
return ( self.is_drinking > 1 );
|
||
|
}
|
||
|
|
||
|
// ww: decrement drinking
|
||
|
function decrement_is_drinking()
|
||
|
{
|
||
|
//self endon( "death" );
|
||
|
|
||
|
if( self.is_drinking > 0 )
|
||
|
{
|
||
|
self.is_drinking--;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AssertMsg( "making is_drinking less than 0" );
|
||
|
}
|
||
|
|
||
|
|
||
|
if( self.is_drinking == 0 )
|
||
|
{
|
||
|
self EnableOffhandWeapons();
|
||
|
self EnableWeaponCycling();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ww: clear the variable, used for players going in to last stand
|
||
|
function clear_is_drinking()
|
||
|
{
|
||
|
//self endon( "death" );
|
||
|
|
||
|
self.is_drinking = 0;
|
||
|
|
||
|
self EnableOffhandWeapons();
|
||
|
self EnableWeaponCycling();
|
||
|
}
|
||
|
|
||
|
// PORTIZ 7/27/16: At this point there are multiple mechanics prolonging solo games when player doesn't have Quick Revive, so we need a
|
||
|
// better way of supporting them in conjunction
|
||
|
function increment_no_end_game_check()
|
||
|
{
|
||
|
DEFAULT( level.n_no_end_game_check_count, 0 );
|
||
|
level.n_no_end_game_check_count++;
|
||
|
level.no_end_game_check = ( level.n_no_end_game_check_count > 0 );
|
||
|
}
|
||
|
|
||
|
function decrement_no_end_game_check()
|
||
|
{
|
||
|
DEFAULT( level.n_no_end_game_check_count, 0 );
|
||
|
if( level.n_no_end_game_check_count > 0 )
|
||
|
{
|
||
|
level.n_no_end_game_check_count--;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AssertMsg( "making no_end_game_check_count less than 0" );
|
||
|
}
|
||
|
|
||
|
level.no_end_game_check = ( level.n_no_end_game_check_count > 0 );
|
||
|
|
||
|
if ( !level.no_end_game_check )
|
||
|
{
|
||
|
level zm::checkForAllDead(); // run this manually any time this is decremented back to a false state
|
||
|
}
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
/*
|
||
|
function fade_out(time)
|
||
|
{
|
||
|
if (!isDefined(time))
|
||
|
{
|
||
|
time = 1;
|
||
|
}
|
||
|
if( !IsDefined(level.introblack) )
|
||
|
{
|
||
|
level.introblack = NewHudElem();
|
||
|
level.introblack.x = 0;
|
||
|
level.introblack.y = 0;
|
||
|
level.introblack.horzAlign = "fullscreen";
|
||
|
level.introblack.vertAlign = "fullscreen";
|
||
|
level.introblack.foreground = true;
|
||
|
level.introblack SetShader( "black", 640, 480 );
|
||
|
level.introblack.alpha = 0;
|
||
|
wait .05;
|
||
|
}
|
||
|
|
||
|
if( time > 0 )
|
||
|
{
|
||
|
level.introblack FadeOverTime( time );
|
||
|
}
|
||
|
level.introblack.alpha = 1;
|
||
|
|
||
|
players = GetPlayers();
|
||
|
for(i = 0; i < players.size; i++)
|
||
|
{
|
||
|
players[i] freezecontrols(true);
|
||
|
}
|
||
|
|
||
|
wait time;
|
||
|
}
|
||
|
|
||
|
function fade_in( hold_black_time )
|
||
|
{
|
||
|
if( !IsDefined(level.introblack) )
|
||
|
{
|
||
|
level.introblack = NewHudElem();
|
||
|
level.introblack.x = 0;
|
||
|
level.introblack.y = 0;
|
||
|
level.introblack.horzAlign = "fullscreen";
|
||
|
level.introblack.vertAlign = "fullscreen";
|
||
|
level.introblack.foreground = true;
|
||
|
level.introblack SetShader( "black", 640, 480 );
|
||
|
level.introblack.alpha = 1;
|
||
|
wait .05;
|
||
|
}
|
||
|
|
||
|
level.introblack.alpha = 1;
|
||
|
|
||
|
if( IsDefined( hold_black_time ) )
|
||
|
wait hold_black_time;
|
||
|
else
|
||
|
wait .2;
|
||
|
|
||
|
level.introblack FadeOverTime( 1.5 );
|
||
|
level.introblack.alpha = 0;
|
||
|
|
||
|
level notify("fade_introblack");
|
||
|
|
||
|
wait 1.5;
|
||
|
|
||
|
players = GetPlayers();
|
||
|
for(i = 0; i < players.size; i++)
|
||
|
{
|
||
|
players[i] freezecontrols(false);
|
||
|
}
|
||
|
level notify("fade_in_complete");
|
||
|
}
|
||
|
*/
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// WEAPONS
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
function getWeaponClassZM( weapon )
|
||
|
{
|
||
|
assert( isdefined( weapon ) );
|
||
|
if ( !isdefined( weapon ) )
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined ( level.weaponClassArray ) )
|
||
|
{
|
||
|
level.weaponClassArray = [];
|
||
|
}
|
||
|
|
||
|
if ( isdefined( level.weaponClassArray[weapon] ) )
|
||
|
{
|
||
|
return level.weaponClassArray[weapon];
|
||
|
}
|
||
|
|
||
|
baseWeaponIndex = GetBaseWeaponItemIndex( weapon );
|
||
|
statsTableName = util::getStatsTableName();
|
||
|
weaponClass = tableLookup( statsTableName, 0, baseWeaponIndex, STATS_TABLE_COL_GROUP);
|
||
|
level.weaponClassArray[weapon] = weaponClass;
|
||
|
return weaponClass;
|
||
|
}
|
||
|
|
||
|
function spawn_weapon_model( weapon, model, origin, angles, options )
|
||
|
{
|
||
|
if ( !isdefined( model ) )
|
||
|
{
|
||
|
model = weapon.worldModel;
|
||
|
}
|
||
|
|
||
|
weapon_model = spawn( "script_model", origin );
|
||
|
if ( isdefined( angles ) )
|
||
|
{
|
||
|
weapon_model.angles = angles;
|
||
|
}
|
||
|
|
||
|
if ( isdefined( options ) )
|
||
|
{
|
||
|
weapon_model useweaponmodel( weapon, model, options );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
weapon_model useweaponmodel( weapon, model );
|
||
|
}
|
||
|
|
||
|
return weapon_model;
|
||
|
}
|
||
|
|
||
|
|
||
|
function spawn_buildkit_weapon_model( player, weapon, camo, origin, angles )
|
||
|
{
|
||
|
weapon_model = spawn( "script_model", origin );
|
||
|
if ( isdefined( angles ) )
|
||
|
{
|
||
|
weapon_model.angles = angles;
|
||
|
}
|
||
|
|
||
|
upgraded = zm_weapons::is_weapon_upgraded( weapon );
|
||
|
if ( upgraded && (!IsDefined( camo ) || 0 > camo) )
|
||
|
{
|
||
|
camo = zm_weapons::get_pack_a_punch_camo_index( undefined );
|
||
|
}
|
||
|
|
||
|
weapon_model UseBuildKitWeaponModel( player, weapon, camo, upgraded );
|
||
|
|
||
|
return weapon_model;
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_player_revive_tool( weapon )
|
||
|
{
|
||
|
if ( weapon == level.weaponReviveTool || IS_EQUAL(weapon,self.weaponReviveTool) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function is_limited_weapon( weapon )
|
||
|
{
|
||
|
if ( IsDefined( level.limited_weapons ) && IsDefined( level.limited_weapons[weapon] ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
function register_lethal_grenade_for_level( weaponname )
|
||
|
{
|
||
|
weapon = GetWeapon( weaponname );
|
||
|
if ( is_lethal_grenade( weapon ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( level.zombie_lethal_grenade_list ) )
|
||
|
{
|
||
|
level.zombie_lethal_grenade_list = [];
|
||
|
}
|
||
|
|
||
|
level.zombie_lethal_grenade_list[weapon] = weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_lethal_grenade( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( level.zombie_lethal_grenade_list ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return isdefined(level.zombie_lethal_grenade_list[weapon]);
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_player_lethal_grenade( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( self.current_lethal_grenade ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return self.current_lethal_grenade == weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function get_player_lethal_grenade()
|
||
|
{
|
||
|
grenade = level.weaponNone;
|
||
|
|
||
|
if(IsDefined(self.current_lethal_grenade))
|
||
|
{
|
||
|
grenade = self.current_lethal_grenade;
|
||
|
}
|
||
|
|
||
|
return grenade;
|
||
|
}
|
||
|
|
||
|
|
||
|
function set_player_lethal_grenade( weapon )
|
||
|
{
|
||
|
if ( !IsDefined( weapon ) )
|
||
|
{
|
||
|
weapon = level.weaponNone;
|
||
|
}
|
||
|
|
||
|
self notify( "new_lethal_grenade", weapon );
|
||
|
self.current_lethal_grenade = weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function init_player_lethal_grenade()
|
||
|
{
|
||
|
self set_player_lethal_grenade( level.zombie_lethal_grenade_player_init );
|
||
|
}
|
||
|
|
||
|
|
||
|
function register_tactical_grenade_for_level( weaponname )
|
||
|
{
|
||
|
weapon = GetWeapon( weaponname );
|
||
|
if ( is_tactical_grenade( weapon ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( level.zombie_tactical_grenade_list ) )
|
||
|
{
|
||
|
level.zombie_tactical_grenade_list = [];
|
||
|
}
|
||
|
|
||
|
level.zombie_tactical_grenade_list[weapon] = weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_tactical_grenade( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( level.zombie_tactical_grenade_list ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return isdefined(level.zombie_tactical_grenade_list[weapon]);
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_player_tactical_grenade( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( self.current_tactical_grenade ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return self.current_tactical_grenade == weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function get_player_tactical_grenade()
|
||
|
{
|
||
|
tactical = level.weaponNone;
|
||
|
|
||
|
if(IsDefined(self.current_tactical_grenade))
|
||
|
{
|
||
|
tactical = self.current_tactical_grenade;
|
||
|
}
|
||
|
|
||
|
return tactical;
|
||
|
}
|
||
|
|
||
|
|
||
|
function set_player_tactical_grenade( weapon )
|
||
|
{
|
||
|
if ( !IsDefined( weapon ) )
|
||
|
{
|
||
|
weapon = level.weaponNone;
|
||
|
}
|
||
|
|
||
|
self notify( "new_tactical_grenade", weapon );
|
||
|
self.current_tactical_grenade = weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function init_player_tactical_grenade()
|
||
|
{
|
||
|
self set_player_tactical_grenade( level.zombie_tactical_grenade_player_init );
|
||
|
}
|
||
|
|
||
|
function is_placeable_mine( weapon )
|
||
|
{
|
||
|
DEFAULT(level.placeable_mines,[]);
|
||
|
|
||
|
if ( !isdefined( weapon ) || weapon == level.weaponNone )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return isdefined( level.placeable_mines[weapon.name] );
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_player_placeable_mine( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( self.current_placeable_mine ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return self.current_placeable_mine == weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function get_player_placeable_mine()
|
||
|
{
|
||
|
placeable_mine = level.weaponNone;
|
||
|
|
||
|
if(IsDefined(self.current_placeable_mine))
|
||
|
{
|
||
|
placeable_mine = self.current_placeable_mine;
|
||
|
}
|
||
|
|
||
|
return placeable_mine;
|
||
|
}
|
||
|
|
||
|
|
||
|
function set_player_placeable_mine( weapon )
|
||
|
{
|
||
|
if ( !IsDefined( weapon ) )
|
||
|
{
|
||
|
weapon = level.weaponNone;
|
||
|
}
|
||
|
|
||
|
self notify( "new_placeable_mine", weapon );
|
||
|
self.current_placeable_mine = weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function init_player_placeable_mine()
|
||
|
{
|
||
|
self set_player_placeable_mine( level.zombie_placeable_mine_player_init );
|
||
|
}
|
||
|
|
||
|
|
||
|
function register_melee_weapon_for_level( weaponname )
|
||
|
{
|
||
|
weapon = GetWeapon( weaponname );
|
||
|
if ( is_melee_weapon( weapon ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( level.zombie_melee_weapon_list ) )
|
||
|
{
|
||
|
level.zombie_melee_weapon_list = [];
|
||
|
}
|
||
|
|
||
|
level.zombie_melee_weapon_list[weapon] = weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_melee_weapon( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( level.zombie_melee_weapon_list ) || ( weapon == GetWeapon( "none" ) ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return isdefined(level.zombie_melee_weapon_list[weapon]);
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_player_melee_weapon( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( self.current_melee_weapon ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return self.current_melee_weapon == weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function get_player_melee_weapon()
|
||
|
{
|
||
|
melee_weapon = level.weaponNone;
|
||
|
|
||
|
if(IsDefined(self.current_melee_weapon))
|
||
|
{
|
||
|
melee_weapon = self.current_melee_weapon;
|
||
|
}
|
||
|
|
||
|
return melee_weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function set_player_melee_weapon( weapon )
|
||
|
{
|
||
|
if ( !IsDefined( weapon ) )
|
||
|
{
|
||
|
weapon = level.weaponNone;
|
||
|
}
|
||
|
|
||
|
self notify( "new_melee_weapon", weapon );
|
||
|
self.current_melee_weapon = weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function init_player_melee_weapon()
|
||
|
{
|
||
|
self set_player_melee_weapon( level.zombie_melee_weapon_player_init );
|
||
|
}
|
||
|
|
||
|
|
||
|
function register_hero_weapon_for_level( weaponname )
|
||
|
{
|
||
|
weapon = GetWeapon( weaponname );
|
||
|
if ( is_hero_weapon( weapon ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( level.zombie_hero_weapon_list ) )
|
||
|
{
|
||
|
level.zombie_hero_weapon_list = [];
|
||
|
}
|
||
|
|
||
|
level.zombie_hero_weapon_list[weapon] = weapon;
|
||
|
}
|
||
|
|
||
|
function is_hero_weapon( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( level.zombie_hero_weapon_list ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return isdefined(level.zombie_hero_weapon_list[weapon]);
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_player_hero_weapon( weapon )
|
||
|
{
|
||
|
if ( !isdefined( weapon ) || !isdefined( self.current_hero_weapon ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return self.current_hero_weapon == weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function get_player_hero_weapon()
|
||
|
{
|
||
|
hero_weapon = level.weaponNone;
|
||
|
|
||
|
if(IsDefined(self.current_hero_weapon))
|
||
|
{
|
||
|
hero_weapon = self.current_hero_weapon;
|
||
|
}
|
||
|
|
||
|
return hero_weapon;
|
||
|
}
|
||
|
|
||
|
|
||
|
function set_player_hero_weapon( weapon )
|
||
|
{
|
||
|
if ( !IsDefined( weapon ) )
|
||
|
{
|
||
|
weapon = level.weaponNone;
|
||
|
}
|
||
|
|
||
|
self notify( "new_hero_weapon", weapon );
|
||
|
self.current_hero_weapon = weapon;
|
||
|
}
|
||
|
|
||
|
function init_player_hero_weapon()
|
||
|
{
|
||
|
self set_player_hero_weapon( level.zombie_hero_weapon_player_init );
|
||
|
}
|
||
|
|
||
|
function has_player_hero_weapon()
|
||
|
{
|
||
|
return (IsDefined(self.current_hero_weapon) && self.current_hero_weapon != level.weaponNone);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
function should_watch_for_emp()
|
||
|
{
|
||
|
return IS_TRUE( level.should_watch_for_emp );
|
||
|
}
|
||
|
|
||
|
function register_offhand_weapons_for_level_defaults()
|
||
|
{
|
||
|
if ( isdefined( level.register_offhand_weapons_for_level_defaults_override ) )
|
||
|
{
|
||
|
[[ level.register_offhand_weapons_for_level_defaults_override ]]();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
register_lethal_grenade_for_level( "frag_grenade" );
|
||
|
level.zombie_lethal_grenade_player_init = GetWeapon( "frag_grenade" );
|
||
|
|
||
|
register_tactical_grenade_for_level( "cymbal_monkey" );
|
||
|
level.zombie_tactical_grenade_player_init = undefined;
|
||
|
|
||
|
|
||
|
level.zombie_placeable_mine_player_init = undefined;
|
||
|
|
||
|
register_melee_weapon_for_level( "knife" );
|
||
|
register_melee_weapon_for_level( "bowie_knife" );
|
||
|
level.zombie_melee_weapon_player_init = GetWeapon( "knife" );
|
||
|
|
||
|
level.zombie_equipment_player_init = undefined;
|
||
|
}
|
||
|
|
||
|
|
||
|
function init_player_offhand_weapons()
|
||
|
{
|
||
|
init_player_lethal_grenade();
|
||
|
init_player_tactical_grenade();
|
||
|
init_player_placeable_mine();
|
||
|
init_player_melee_weapon();
|
||
|
init_player_hero_weapon();
|
||
|
zm_equipment::init_player_equipment();
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_offhand_weapon( weapon )
|
||
|
{
|
||
|
return (is_lethal_grenade( weapon ) || is_tactical_grenade( weapon ) || is_placeable_mine( weapon ) || is_melee_weapon( weapon ) || is_hero_weapon( weapon ) || zm_equipment::is_equipment( weapon ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
function is_player_offhand_weapon( weapon )
|
||
|
{
|
||
|
return (self is_player_lethal_grenade( weapon ) || self is_player_tactical_grenade( weapon ) || self is_player_placeable_mine( weapon ) || self is_player_melee_weapon( weapon ) || self is_player_hero_weapon( weapon ) || self zm_equipment::is_player_equipment( weapon ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
function has_powerup_weapon()
|
||
|
{
|
||
|
return IS_TRUE( self.has_powerup_weapon );
|
||
|
}
|
||
|
|
||
|
function has_hero_weapon()
|
||
|
{
|
||
|
weapon = self GetCurrentWeapon();
|
||
|
return IS_TRUE( weapon.isheroweapon );
|
||
|
}
|
||
|
|
||
|
function give_start_weapon( b_switch_weapon )
|
||
|
{
|
||
|
//DEFAULT( self.hasCompletedSuperEE, self zm_stats::get_global_stat( "DARKOPS_GENESIS_SUPER_EE" ) > 0 );
|
||
|
/*
|
||
|
if( self.hasCompletedSuperEE )
|
||
|
{
|
||
|
self zm_weapons::weapon_give( level.start_weapon, false, false, true, false );
|
||
|
self GiveMaxAmmo( level.start_weapon );
|
||
|
self zm_weapons::weapon_give( level.super_ee_weapon, false, false, true, b_switch_weapon );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self zm_weapons::weapon_give( level.start_weapon, false, false, true, b_switch_weapon );
|
||
|
}
|
||
|
*/
|
||
|
self zm_weapons::weapon_give( level.start_weapon, false, false, true, false );
|
||
|
self GiveMaxAmmo( level.start_weapon );
|
||
|
self zm_weapons::weapon_give( level.super_ee_weapon, false, false, true, b_switch_weapon );
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
function array_flag_wait_any( flag_array )
|
||
|
{
|
||
|
if( !IsDefined ( level._array_flag_wait_any_calls ) )
|
||
|
{
|
||
|
level._n_array_flag_wait_any_calls = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level._n_array_flag_wait_any_calls ++; // Used to ensure that we can have multiple calls to this concurrently, that don't interfere with each other.
|
||
|
}
|
||
|
|
||
|
str_condition = "array_flag_wait_call_" + level._n_array_flag_wait_any_calls;
|
||
|
|
||
|
for(index = 0; index < flag_array.size; index ++)
|
||
|
{
|
||
|
level thread array_flag_wait_any_thread ( flag_array[ index ], str_condition );
|
||
|
}
|
||
|
|
||
|
level waittill( str_condition );
|
||
|
|
||
|
}
|
||
|
|
||
|
function array_flag_wait_any_thread( flag_name, condition )
|
||
|
{
|
||
|
level endon( condition );
|
||
|
|
||
|
level flag::wait_till( flag_name );
|
||
|
|
||
|
level notify( condition );
|
||
|
}
|
||
|
|
||
|
function groundpos( origin )
|
||
|
{
|
||
|
return bullettrace( origin, ( origin + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
|
||
|
}
|
||
|
|
||
|
function groundpos_ignore_water( origin )
|
||
|
{
|
||
|
return bullettrace( origin, ( origin + ( 0, 0, -100000 ) ), 0, self, true )[ "position" ];
|
||
|
}
|
||
|
|
||
|
function groundpos_ignore_water_new( origin )
|
||
|
{
|
||
|
return groundtrace( origin, ( origin + ( 0, 0, -100000 ) ), 0, self, true )[ "position" ];
|
||
|
}
|
||
|
|
||
|
/@
|
||
|
"Name: self_delete()"
|
||
|
"Summary: Just calls the delete() script command on self. Reason for this is so that we can use array::thread_all to delete entities"
|
||
|
"Module: Entity"
|
||
|
"CallOn: An entity"
|
||
|
"Example: ai[ 0 ] thread self_delete();"
|
||
|
"SPMP: singleplayer"
|
||
|
@/
|
||
|
function self_delete()
|
||
|
{
|
||
|
if (IsDefined(self))
|
||
|
{
|
||
|
self delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/@
|
||
|
"Name: ignore_triggers( <timer> )"
|
||
|
"Summary: Makes the entity that this is threaded on not able to set off triggers for a certain length of time."
|
||
|
"Module: Utility"
|
||
|
"CallOn: an entity"
|
||
|
"Example: guy thread ignore_triggers( 0.2 );"
|
||
|
"SPMP: singleplayer"
|
||
|
@/
|
||
|
function ignore_triggers( timer )
|
||
|
{
|
||
|
// ignore triggers for awhile so others can trigger the trigger we're in.
|
||
|
self endon( "death" );
|
||
|
self.ignoreTriggers = true;
|
||
|
if( IsDefined( timer ) )
|
||
|
{
|
||
|
wait( timer );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
wait( 0.5 );
|
||
|
}
|
||
|
self.ignoreTriggers = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/@
|
||
|
"Name: giveachievement_wrapper( <achievment>, [all_players] )"
|
||
|
"Summary: Gives an Achievement to the specified player"
|
||
|
"Module: Mp"
|
||
|
"MandatoryArg: <achievment>: The code string for the achievement"
|
||
|
"OptionalArg: [all_players]: If true, then give everyone the achievement"
|
||
|
"Example: player giveachievement_wrapper( "MAK_ACHIEVEMENT_RYAN" );"
|
||
|
"SPMP: singleplayer"
|
||
|
@/
|
||
|
function giveachievement_wrapper( achievement, all_players )
|
||
|
{
|
||
|
if ( achievement == "" )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//don't do stats stuff if stats are disabled
|
||
|
if ( IS_TRUE( level.zm_disable_recording_stats ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
achievement_lower = tolower(achievement);
|
||
|
global_counter = 0;
|
||
|
|
||
|
if ( IsDefined( all_players ) && all_players )
|
||
|
{
|
||
|
players = GetPlayers();
|
||
|
for ( i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
players[i] GiveAchievement( achievement );
|
||
|
|
||
|
has_achievement = false; // T7 DLC5 TODO: players[i] zm_stats::get_global_stat( achievement_lower );
|
||
|
if(!IS_TRUE(has_achievement))
|
||
|
{
|
||
|
global_counter++;
|
||
|
}
|
||
|
|
||
|
// T7 DLC5 TODO: players[i] zm_stats::increment_client_stat( achievement_lower,false );
|
||
|
|
||
|
if( issplitscreen() && i == 0 || !issplitscreen() )
|
||
|
{
|
||
|
if(isDefined(level.achievement_sound_func))
|
||
|
{
|
||
|
players[i] thread [[level.achievement_sound_func]](achievement_lower);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !IsPlayer( self ) )
|
||
|
{
|
||
|
/# println( "^1self needs to be a player for util::giveachievement_wrapper()" ); #/
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self GiveAchievement( achievement );
|
||
|
|
||
|
//test the stat before updating it from 0 to 1
|
||
|
has_achievement = false; // T7 DLC5 TODO: self zm_stats::get_global_stat( achievement_lower );
|
||
|
if(!IS_TRUE(has_achievement))
|
||
|
{
|
||
|
global_counter++;
|
||
|
}
|
||
|
// T7 DLC5 TODO: self zm_stats::increment_client_stat( achievement_lower,false );
|
||
|
|
||
|
if(isDefined(level.achievement_sound_func))
|
||
|
{
|
||
|
self thread [[level.achievement_sound_func]](achievement_lower);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
if(global_counter)
|
||
|
{
|
||
|
incrementCounter( "global_" + achievement_lower,global_counter);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function GetYaw(org)
|
||
|
{
|
||
|
angles = VectorToAngles(org-self.origin);
|
||
|
return angles[1];
|
||
|
}
|
||
|
|
||
|
|
||
|
function GetYawToSpot(spot)
|
||
|
{
|
||
|
pos = spot;
|
||
|
yaw = self.angles[1] - GetYaw(pos);
|
||
|
yaw = AngleClamp180( yaw );
|
||
|
return yaw;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
///ScriptDocBegin
|
||
|
"Name: disable_react()"
|
||
|
"Summary: Disables reaction behavior of given AI"
|
||
|
"Module: Utility"
|
||
|
"CallOn: An ai"
|
||
|
"Example: level.zakhaev disable_react();"
|
||
|
"SPMP: singleplayer"
|
||
|
///ScriptDocEnd
|
||
|
=============
|
||
|
*/
|
||
|
function disable_react()
|
||
|
{
|
||
|
assert( isalive( self ), "Tried to disable react on a non ai" );
|
||
|
self.a.disableReact = true;
|
||
|
self.allowReact = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
///ScriptDocBegin
|
||
|
"Name: enable_react()"
|
||
|
"Summary: Enables reaction behavior of given AI"
|
||
|
"Module: Utility"
|
||
|
"CallOn: An ai"
|
||
|
"Example: level.zakhaev enable_react();"
|
||
|
"SPMP: singleplayer"
|
||
|
///ScriptDocEnd
|
||
|
=============
|
||
|
*/
|
||
|
function enable_react()
|
||
|
{
|
||
|
assert( isalive( self ), "Tried to enable react on a non ai" );
|
||
|
self.a.disableReact = false;
|
||
|
self.allowReact = true;
|
||
|
}
|
||
|
|
||
|
// MikeD (12/15/2007): IW abandoned the auto-adjust feature, however, we can use it for stats?
|
||
|
// SCRIPTER_MOD: JesseS (4/14/2008): Added back in for Arcade mode
|
||
|
function bullet_attack( type )
|
||
|
{
|
||
|
if ( type == "MOD_PISTOL_BULLET" )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
return type == "MOD_RIFLE_BULLET";
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
function pick_up()
|
||
|
{
|
||
|
player = self.owner;
|
||
|
self destroy_ent();
|
||
|
|
||
|
clip_ammo = player GetWeaponAmmoClip( self.weapon );
|
||
|
clip_max_ammo = self.weapon.clipSize;
|
||
|
if( clip_ammo < clip_max_ammo )
|
||
|
{
|
||
|
clip_ammo++;
|
||
|
}
|
||
|
player SetWeaponAmmoClip( self.weapon, clip_ammo );
|
||
|
}
|
||
|
|
||
|
function destroy_ent()
|
||
|
{
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
|
||
|
/@
|
||
|
"Name: waittill_not_moving()"
|
||
|
"Summary: waits for the object to stop moving"
|
||
|
"Module: Utility"
|
||
|
"CallOn: Object that moves like a thrown grenade"
|
||
|
"Example: self waittill_not_moving();"
|
||
|
"SPMP: singleplayer"
|
||
|
@/
|
||
|
function waittill_not_moving()
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon( "disconnect" );
|
||
|
self endon( "detonated" );
|
||
|
level endon( "game_ended" );
|
||
|
|
||
|
if ( self.classname == "grenade" )
|
||
|
{
|
||
|
self waittill("stationary");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
prevorigin = self.origin;
|
||
|
while(1)
|
||
|
{
|
||
|
wait .15;
|
||
|
if ( self.origin == prevorigin )
|
||
|
break;
|
||
|
prevorigin = self.origin;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/@
|
||
|
"Name: get_closest_player( <org> )"
|
||
|
"Summary: Returns the closest player to the given origin."
|
||
|
"Module: Coop"
|
||
|
"MandatoryArg: <origin>: The vector to use to compare the distances to"
|
||
|
"Example: closest_player = get_closest_player( objective.origin );"
|
||
|
"SPMP: singleplayer"
|
||
|
@/
|
||
|
function get_closest_player( org )
|
||
|
{
|
||
|
players = [];
|
||
|
players = GetPlayers();
|
||
|
return ArrayGetClosest( org, players );
|
||
|
}
|
||
|
|
||
|
|
||
|
function ent_flag_init_ai_standards()
|
||
|
{
|
||
|
message_array = [];
|
||
|
|
||
|
message_array[ message_array.size ] = "goal";
|
||
|
message_array[ message_array.size ] = "damage";
|
||
|
|
||
|
for( i = 0; i < message_array.size; i++)
|
||
|
{
|
||
|
self flag::init( message_array[ i ] );
|
||
|
self thread ent_flag_wait_ai_standards( message_array[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function ent_flag_wait_ai_standards( message )
|
||
|
{
|
||
|
/*
|
||
|
only runs the first time on the message, so for
|
||
|
example if it's waiting on goal, it will only set
|
||
|
the goal to true the first time. It also doesn't
|
||
|
call ent_set_flag() because that would notify the
|
||
|
message possibly twice in the same frame, or worse
|
||
|
in the next frame.
|
||
|
*/
|
||
|
self endon("death");
|
||
|
self waittill( message );
|
||
|
self.ent_flag[ message ] = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/@
|
||
|
"Name: flat_angle( <angle> )"
|
||
|
"Summary: Returns the specified angle as a flat angle.( 45, 90, 30 ) becomes( 0, 90, 0 ). Useful if you just need an angle around Y - axis."
|
||
|
"Module: Vector"
|
||
|
"CallOn: "
|
||
|
"MandatoryArg: <angle> : angles to flatten"
|
||
|
"Example: yaw = flat_angle( node.angles );"
|
||
|
"SPMP: singleplayer"
|
||
|
@/
|
||
|
function flat_angle( angle )
|
||
|
{
|
||
|
rangle = ( 0, angle[ 1 ], 0 );
|
||
|
return rangle;
|
||
|
}
|
||
|
|
||
|
/@
|
||
|
"Name: clear_run_anim()"
|
||
|
"Summary: Clears any set run anims "
|
||
|
"Module: AI"
|
||
|
"CallOn: an actor"
|
||
|
"Example: guy clear_run_anim();"
|
||
|
"SPMP: singleplayer"
|
||
|
@/
|
||
|
function clear_run_anim()
|
||
|
{
|
||
|
self.alwaysRunForward = undefined;
|
||
|
self.a.combatrunanim = undefined;
|
||
|
self.run_noncombatanim = undefined;
|
||
|
self.walk_combatanim = undefined;
|
||
|
self.walk_noncombatanim = undefined;
|
||
|
self.preCombatRunEnabled = true;
|
||
|
}
|
||
|
|
||
|
function track_players_intersection_tracker()
|
||
|
{
|
||
|
self endon( "disconnect" );
|
||
|
self endon( "death" );
|
||
|
level endon( "end_game" );
|
||
|
|
||
|
wait( 5 );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
killed_players = false;
|
||
|
players = GetPlayers();
|
||
|
for ( i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
if ( players[i] laststand::player_is_in_laststand() || "playing" != players[i].sessionstate )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
for ( j = 0; j < players.size; j++ )
|
||
|
{
|
||
|
if ( i == j || players[j] laststand::player_is_in_laststand() || "playing" != players[j].sessionstate )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( isDefined( level.player_intersection_tracker_override ) )
|
||
|
{
|
||
|
if ( players[i] [[level.player_intersection_tracker_override]]( players[j] ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
playerI_origin = players[i].origin;
|
||
|
playerJ_origin = players[j].origin;
|
||
|
|
||
|
//Check height first
|
||
|
if ( abs(playerI_origin[2] - playerJ_origin[2] ) > 60 )
|
||
|
continue;
|
||
|
|
||
|
//Check 2d distance
|
||
|
distance_apart = distance2d( playerI_origin, playerJ_origin );
|
||
|
//IPrintLnBold( "player=", i, ",", j, "distance_apart=", distance_apart );
|
||
|
|
||
|
if ( abs(distance_apart) > 18 )
|
||
|
continue;
|
||
|
|
||
|
/#
|
||
|
IPrintLnBold( "PLAYERS ARE TOO FRIENDLY!!!!!" );
|
||
|
#/
|
||
|
players[i] dodamage( 1000, (0, 0, 0) );
|
||
|
players[j] dodamage( 1000, (0, 0, 0) );
|
||
|
|
||
|
if ( !killed_players )
|
||
|
{
|
||
|
players[i] playlocalsound( level.zmb_laugh_alias );
|
||
|
}
|
||
|
players[i] zm_stats::increment_map_cheat_stat( "cheat_too_friendly" );
|
||
|
players[i] zm_stats::increment_client_stat( "cheat_too_friendly",false );
|
||
|
players[i] zm_stats::increment_client_stat( "cheat_total",false );
|
||
|
|
||
|
players[j] zm_stats::increment_map_cheat_stat( "cheat_too_friendly" );
|
||
|
players[j] zm_stats::increment_client_stat( "cheat_too_friendly",false );
|
||
|
players[j] zm_stats::increment_client_stat( "cheat_total",false );
|
||
|
|
||
|
killed_players = true;
|
||
|
}
|
||
|
}
|
||
|
wait( .5 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/@
|
||
|
"Name: is_player_looking_at( <origin>, <dot>, <do_trace> )"
|
||
|
"Summary: Checks to see if the player can dot and trace to a point"
|
||
|
"Module: Player"
|
||
|
"CallOn: A Player"
|
||
|
"MandatoryArg: <org> The position you're checking if the player is looking at"
|
||
|
"OptionalArg: <dot> Optional override dot (between 0 and 1) the higher the number, the more the player has to be looking right at the spot."
|
||
|
"OptionalArg: <do_trace> Set to false to skip the bullet trace check"
|
||
|
"OptionalArg: <ignore_ent> Ignore ent passed to trace check"
|
||
|
"Example: if ( GetPlayers()[0] is_player_looking_at( org.origin ) )"
|
||
|
"SPMP: zombies"
|
||
|
@/
|
||
|
function is_player_looking_at(origin, dot, do_trace, ignore_ent)
|
||
|
{
|
||
|
assert(IsPlayer(self), "player_looking_at must be called on a player.");
|
||
|
|
||
|
if (!IsDefined(dot))
|
||
|
{
|
||
|
dot = .7;
|
||
|
}
|
||
|
|
||
|
if (!IsDefined(do_trace))
|
||
|
{
|
||
|
do_trace = true;
|
||
|
}
|
||
|
|
||
|
eye = self util::get_eye();
|
||
|
|
||
|
delta_vec = AnglesToForward(VectorToAngles(origin - eye));
|
||
|
view_vec = AnglesToForward(self GetPlayerAngles());
|
||
|
|
||
|
new_dot = VectorDot( delta_vec, view_vec );
|
||
|
if ( new_dot >= dot )
|
||
|
{
|
||
|
if (do_trace)
|
||
|
{
|
||
|
return BulletTracePassed( origin, eye, false, ignore_ent );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/@
|
||
|
"Name: add_gametype()"
|
||
|
"Summary: dummy - Rex looks for these to populate the gametype pulldown"
|
||
|
"SPMP: zombies"
|
||
|
@/
|
||
|
|
||
|
function add_gametype( gt, dummy1, name, dummy2 )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/@
|
||
|
"Name: add_gameloc()"
|
||
|
"Summary: dummy - Rex looks for these to populate the location pulldown"
|
||
|
"SPMP: zombies"
|
||
|
@/
|
||
|
|
||
|
function add_gameloc( gl, dummy1, name, dummy2 )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/@
|
||
|
"Name: get_closest_index( <org> , <array> , <dist> )"
|
||
|
"Summary: same as getClosest but returns the closest entity's array index instead of the actual entity."
|
||
|
"Module: Distance"
|
||
|
"CallOn: "
|
||
|
"MandatoryArg: <org> : Origin to be closest to."
|
||
|
"MandatoryArg: <array> : Array of entities to check distance on."
|
||
|
"OptionalArg: <dist> : Maximum distance to check"
|
||
|
"Example: "
|
||
|
"SPMP: mp"
|
||
|
@/
|
||
|
function get_closest_index( org, array, dist )
|
||
|
{
|
||
|
if( !IsDefined( dist ) )
|
||
|
{
|
||
|
dist = 9999999;
|
||
|
}
|
||
|
distsq = dist*dist;
|
||
|
if( array.size < 1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
index = undefined;
|
||
|
for( i = 0;i < array.size;i++ )
|
||
|
{
|
||
|
newdistsq = distancesquared( array[ i ].origin, org );
|
||
|
if( newdistsq >= distsq )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
distsq = newdistsq;
|
||
|
index = i;
|
||
|
}
|
||
|
return index;
|
||
|
}
|
||
|
|
||
|
function is_valid_zombie_spawn_point(point)
|
||
|
{
|
||
|
liftedorigin = point.origin + (0,0,5);
|
||
|
size = 48;
|
||
|
height = 64;
|
||
|
mins = (-1 * size,-1 * size,0 );
|
||
|
maxs = ( size,size,height );
|
||
|
absmins = liftedorigin + mins;
|
||
|
absmaxs = liftedorigin + maxs;
|
||
|
// check to see if we would telefrag any players
|
||
|
if ( BoundsWouldTelefrag( absmins, absmaxs ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/@
|
||
|
"Name: get_closest_index( <org> , <array> , <dist> )"
|
||
|
"Summary: same as getClosest but returns the closest entity's array index instead of the actual entity."
|
||
|
"Module: Distance"
|
||
|
"CallOn: "
|
||
|
"MandatoryArg: <org> : Origin to be closest to."
|
||
|
"MandatoryArg: <array> : Array of entities to check distance on."
|
||
|
"OptionalArg: <dist> : Maximum distance to check"
|
||
|
"Example: "
|
||
|
"SPMP: mp"
|
||
|
@/
|
||
|
function get_closest_index_to_entity( entity, array, dist, extra_check )
|
||
|
{
|
||
|
org = entity.origin;
|
||
|
if( !IsDefined( dist ) )
|
||
|
{
|
||
|
dist = 9999999;
|
||
|
}
|
||
|
distsq = dist*dist;
|
||
|
if( array.size < 1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
index = undefined;
|
||
|
for( i = 0;i < array.size;i++ )
|
||
|
{
|
||
|
if (isdefined(extra_check) && ![[extra_check]](entity,array[ i ]) )
|
||
|
continue;
|
||
|
newdistsq = distancesquared( array[ i ].origin, org );
|
||
|
if( newdistsq >= distsq )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
distsq = newdistsq;
|
||
|
index = i;
|
||
|
}
|
||
|
return index;
|
||
|
}
|
||
|
|
||
|
function set_gamemode_var(gvar, val)
|
||
|
{
|
||
|
if(!isdefined(game["gamemode_match"]))
|
||
|
{
|
||
|
game["gamemode_match"] = [];
|
||
|
}
|
||
|
|
||
|
game["gamemode_match"][gvar] = val;
|
||
|
}
|
||
|
|
||
|
function set_gamemode_var_once(gvar, val)
|
||
|
{
|
||
|
if(!isdefined(game["gamemode_match"]))
|
||
|
{
|
||
|
game["gamemode_match"] = [];
|
||
|
}
|
||
|
|
||
|
if(!isdefined(game["gamemode_match"][gvar]))
|
||
|
{
|
||
|
game["gamemode_match"][gvar] = val;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function set_game_var(gvar, val)
|
||
|
{
|
||
|
game[gvar] = val;
|
||
|
}
|
||
|
|
||
|
function set_game_var_once(gvar, val)
|
||
|
{
|
||
|
if(!isdefined(game[gvar]))
|
||
|
{
|
||
|
game[gvar] = val;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function get_game_var( gvar )
|
||
|
{
|
||
|
if(isdefined(game[gvar]))
|
||
|
{
|
||
|
return game[gvar];
|
||
|
}
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
function get_gamemode_var( gvar )
|
||
|
{
|
||
|
if(isdefined(game["gamemode_match"]) && isdefined(game["gamemode_match"][gvar]))
|
||
|
{
|
||
|
return game["gamemode_match"][gvar];
|
||
|
}
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
function waittill_subset(min_num, string1, string2, string3, string4, string5 )
|
||
|
{
|
||
|
self endon ("death");
|
||
|
ent = SpawnStruct();
|
||
|
ent.threads = 0;
|
||
|
returned_threads = 0;
|
||
|
|
||
|
if (IsDefined (string1))
|
||
|
{
|
||
|
self thread util::waittill_string(string1, ent);
|
||
|
ent.threads++;
|
||
|
}
|
||
|
if (IsDefined (string2))
|
||
|
{
|
||
|
self thread util::waittill_string(string2, ent);
|
||
|
ent.threads++;
|
||
|
}
|
||
|
if (IsDefined (string3))
|
||
|
{
|
||
|
self thread util::waittill_string(string3, ent);
|
||
|
ent.threads++;
|
||
|
}
|
||
|
if (IsDefined (string4))
|
||
|
{
|
||
|
self thread util::waittill_string(string4, ent);
|
||
|
ent.threads++;
|
||
|
}
|
||
|
if (IsDefined (string5))
|
||
|
{
|
||
|
self thread util::waittill_string(string5, ent);
|
||
|
ent.threads++;
|
||
|
}
|
||
|
|
||
|
while (ent.threads)
|
||
|
{
|
||
|
ent waittill ("returned");
|
||
|
ent.threads--;
|
||
|
returned_threads++;
|
||
|
if(returned_threads >= min_num ) //if we've got the minimum number of waittills returned, then that is good enough!
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ent notify ("die");
|
||
|
}
|
||
|
|
||
|
function is_headshot( weapon, sHitLoc, sMeansOfDeath )
|
||
|
{
|
||
|
if( !isdefined( sHitLoc ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( (sHitLoc != "head" && sHitLoc != "helmet") )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//ballsitic knives
|
||
|
if( sMeansofDeath == "MOD_IMPACT" && weapon.isBallisticKnife )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return sMeansOfDeath != "MOD_MELEE" && sMeansOfDeath != "MOD_IMPACT" && sMeansofDeath != "MOD_UNKNOWN";
|
||
|
}
|
||
|
|
||
|
function is_jumping()
|
||
|
{
|
||
|
// this probably doesn't work correctly on the bus
|
||
|
// checking PMF_JUMPING in code would give more accurate results
|
||
|
ground_ent = self GetGroundEnt();
|
||
|
return (!isdefined(ground_ent));
|
||
|
}
|
||
|
|
||
|
function is_explosive_damage( mod )
|
||
|
{
|
||
|
if( !IsDefined( mod ) )
|
||
|
return false;
|
||
|
|
||
|
if( mod == "MOD_GRENADE" || mod == "MOD_GRENADE_SPLASH" || mod == "MOD_PROJECTILE" || mod == "MOD_PROJECTILE_SPLASH" || mod == "MOD_EXPLOSIVE" )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function sndSwitchAnnouncerVox( who )
|
||
|
{
|
||
|
switch( who )
|
||
|
{
|
||
|
case "sam":
|
||
|
game["zmbdialog"]["prefix"] = "vox_zmba_sam";
|
||
|
level.zmb_laugh_alias = "zmb_laugh_sam";
|
||
|
level.sndAnnouncerIsRich = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function do_player_general_vox(category,type,timer,chance)
|
||
|
{
|
||
|
|
||
|
if( isDefined(timer) && isDefined(level.votimer[type]) && level.votimer[type] > 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self thread zm_audio::create_and_play_dialog( category, type);
|
||
|
|
||
|
if(isDefined(timer))
|
||
|
{
|
||
|
level.votimer[type] = timer;
|
||
|
level thread general_vox_timer( level.votimer[type],type );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function general_vox_timer(timer,type)
|
||
|
{
|
||
|
level endon("end_game");
|
||
|
|
||
|
/# println( "ZM >> VOX TIMER STARTED FOR " + type + " ( " + timer + ")" ); #/
|
||
|
|
||
|
while(timer > 0 )
|
||
|
{
|
||
|
wait(1);
|
||
|
timer--;
|
||
|
}
|
||
|
level.votimer[type] = timer;
|
||
|
/# println( "ZM >> VOX TIMER ENDED FOR " + type + " ( " + timer + ")" ); #/
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
function create_vox_timer(type)
|
||
|
{
|
||
|
level.votimer[type] = 0;
|
||
|
}
|
||
|
|
||
|
function play_vox_to_player(category,type,force_variant )
|
||
|
{
|
||
|
//self thread zm_audio::playVoxToPlayer( category, type, force_variant );
|
||
|
}
|
||
|
|
||
|
function is_favorite_weapon(weapon_to_check)
|
||
|
{
|
||
|
if(!isDefined(self.favorite_wall_weapons_list))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
foreach(weapon in self.favorite_wall_weapons_list)
|
||
|
{
|
||
|
if (weapon_to_check == weapon )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function add_vox_response_chance(event,chance)
|
||
|
{
|
||
|
level.response_chances[event] = chance;
|
||
|
}
|
||
|
|
||
|
function set_demo_intermission_point()
|
||
|
{
|
||
|
spawnpoints = getentarray("mp_global_intermission", "classname");
|
||
|
if ( !spawnpoints.size )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
spawnpoint = spawnpoints[0];
|
||
|
match_string = "";
|
||
|
|
||
|
location = level.scr_zm_map_start_location;
|
||
|
if ( (location == "default" || location == "") && IsDefined( level.default_start_location ) )
|
||
|
{
|
||
|
location = level.default_start_location;
|
||
|
}
|
||
|
|
||
|
match_string = level.scr_zm_ui_gametype + "_" + location;
|
||
|
|
||
|
for ( i = 0; i < spawnpoints.size; i++ )
|
||
|
{
|
||
|
if ( IsDefined( spawnpoints[i].script_string ) )
|
||
|
{
|
||
|
tokens = strtok( spawnpoints[i].script_string," " );
|
||
|
foreach ( token in tokens )
|
||
|
{
|
||
|
if ( token == match_string )
|
||
|
{
|
||
|
spawnpoint = spawnpoints[i];
|
||
|
i = spawnpoints.size; // to get out of the outer for loop
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
setDemoIntermissionPoint( spawnpoint.origin, spawnpoint.angles );
|
||
|
}
|
||
|
|
||
|
function register_map_navcard(navcard_on_map,navcard_needed_for_computer)
|
||
|
{
|
||
|
level.navcard_needed = navcard_needed_for_computer;
|
||
|
level.map_navcard = navcard_on_map;
|
||
|
}
|
||
|
|
||
|
function does_player_have_map_navcard(player)
|
||
|
{
|
||
|
return player zm_stats::get_global_stat( level.map_navcard );
|
||
|
}
|
||
|
|
||
|
function does_player_have_correct_navcard(player)
|
||
|
{
|
||
|
if(!isDefined(level.navcard_needed ))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
return player zm_stats::get_global_stat( level.navcard_needed );
|
||
|
}
|
||
|
|
||
|
function place_navcard( str_model, str_stat, org, angles )
|
||
|
{
|
||
|
navcard = spawn("script_model",org);
|
||
|
navcard setmodel( str_model );
|
||
|
navcard.angles = angles;
|
||
|
|
||
|
wait 1; // delay between spawning card and picking it up
|
||
|
|
||
|
navcard_pickup_trig = Spawn( "trigger_radius_use", org, 0, 84, 72 );
|
||
|
navcard_pickup_trig SetCursorHint( "HINT_NOICON" );
|
||
|
navcard_pickup_trig SetHintString( &"ZOMBIE_NAVCARD_PICKUP" );
|
||
|
navcard_pickup_trig TriggerIgnoreTeam();
|
||
|
|
||
|
a_navcard_stats = array( "navcard_held_zm_transit", "navcard_held_zm_highrise", "navcard_held_zm_buried" );
|
||
|
|
||
|
is_holding_card = false;
|
||
|
str_placing_stat = undefined;
|
||
|
|
||
|
while(1)
|
||
|
{
|
||
|
navcard_pickup_trig waittill("trigger",who );
|
||
|
|
||
|
if( is_player_valid(who) )
|
||
|
{
|
||
|
// check for any currently held card. If found, clear that stat and save which it was
|
||
|
foreach ( str_cur_stat in a_navcard_stats )
|
||
|
{
|
||
|
if ( who zm_stats::get_global_stat( str_cur_stat ) )
|
||
|
{
|
||
|
str_placing_stat = str_cur_stat;
|
||
|
is_holding_card = true;
|
||
|
who zm_stats::set_global_stat( str_cur_stat, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
who playsound( "zmb_buildable_piece_add" );
|
||
|
who zm_stats::set_global_stat( str_stat, 1 );
|
||
|
who.navcard_grabbed = str_stat;
|
||
|
util::wait_network_frame();
|
||
|
|
||
|
is_stat = who zm_stats::get_global_stat( str_stat );
|
||
|
|
||
|
thread sq_refresh_player_navcard_hud();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
navcard delete();
|
||
|
navcard_pickup_trig delete();
|
||
|
|
||
|
// if a card was held, place a new card with the stat of the one that was held (set down the old card)
|
||
|
if ( is_holding_card )
|
||
|
{
|
||
|
level thread place_navcard( str_model, str_placing_stat, org, angles );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function sq_refresh_player_navcard_hud()
|
||
|
{
|
||
|
if (!IsDefined(level.navcards))
|
||
|
return;
|
||
|
players = GetPlayers();
|
||
|
foreach( player in players )
|
||
|
{
|
||
|
player thread sq_refresh_player_navcard_hud_internal();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function sq_refresh_player_navcard_hud_internal()
|
||
|
{
|
||
|
self endon("disconnect");
|
||
|
|
||
|
navcard_bits = 0;
|
||
|
for(i = 0;i < level.navcards.size; i++)
|
||
|
{
|
||
|
hasit = self zm_stats::get_global_stat( level.navcards[i] );
|
||
|
if (isdefined(self.navcard_grabbed) && self.navcard_grabbed == level.navcards[i] )
|
||
|
hasit = 1;
|
||
|
if( hasit )
|
||
|
{
|
||
|
navcard_bits +=( 1 << i );
|
||
|
}
|
||
|
}
|
||
|
util::wait_network_frame();
|
||
|
self clientfield::set( "navcard_held", 0 );
|
||
|
if ( navcard_bits > 0 )
|
||
|
{
|
||
|
util::wait_network_frame();
|
||
|
self clientfield::set( "navcard_held", navcard_bits );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
function disable_player_move_states(forceStanceChange)
|
||
|
{
|
||
|
self AllowCrouch( true );
|
||
|
self AllowLean( false );
|
||
|
self AllowAds( false );
|
||
|
self AllowSprint( false );
|
||
|
self AllowProne( false );
|
||
|
self AllowMelee( false );
|
||
|
|
||
|
if((isdefined(forceStanceChange)) && (forceStanceChange == true))
|
||
|
{
|
||
|
if ( self GetStance() == "prone" )
|
||
|
{
|
||
|
self SetStance( "crouch" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function enable_player_move_states()
|
||
|
{
|
||
|
if((!isdefined(self._allow_lean)) || (self._allow_lean == true))
|
||
|
{
|
||
|
self AllowLean( true );
|
||
|
}
|
||
|
|
||
|
if((!isdefined(self._allow_ads)) || (self._allow_ads == true))
|
||
|
{
|
||
|
self AllowAds( true );
|
||
|
}
|
||
|
|
||
|
if((!isdefined(self._allow_sprint)) || (self._allow_sprint == true))
|
||
|
{
|
||
|
self AllowSprint( true );
|
||
|
}
|
||
|
|
||
|
if((!isdefined(self._allow_prone)) || (self._allow_prone == true))
|
||
|
{
|
||
|
self AllowProne( true );
|
||
|
}
|
||
|
|
||
|
if((!isdefined(self._allow_melee)) || (self._allow_melee == true))
|
||
|
{
|
||
|
self AllowMelee( true );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function check_and_create_node_lists()
|
||
|
{
|
||
|
if(!isdefined(level._link_node_list))
|
||
|
{
|
||
|
level._link_node_list = [];
|
||
|
}
|
||
|
|
||
|
if(!isdefined(level._unlink_node_list))
|
||
|
{
|
||
|
level._unlink_node_list = [];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function link_nodes(a, b, bDontUnlinkOnMigrate = false)
|
||
|
{
|
||
|
if(NodesAreLinked(a,b))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
check_and_create_node_lists();
|
||
|
|
||
|
a_index_string = "" + a.origin;
|
||
|
b_index_string = "" + b.origin;
|
||
|
|
||
|
if(!isdefined(level._link_node_list[a_index_string]))
|
||
|
{
|
||
|
level._link_node_list[a_index_string] = spawnstruct();
|
||
|
level._link_node_list[a_index_string].node = a;
|
||
|
level._link_node_list[a_index_string].links = [];
|
||
|
level._link_node_list[a_index_string].ignore_on_migrate = [];
|
||
|
}
|
||
|
|
||
|
if(!isdefined(level._link_node_list[a_index_string].links[b_index_string]))
|
||
|
{
|
||
|
level._link_node_list[a_index_string].links[b_index_string] = b; // Add a record of the link.
|
||
|
level._link_node_list[a_index_string].ignore_on_migrate[b_index_string] = bDontUnlinkOnMigrate;
|
||
|
}
|
||
|
|
||
|
if(isdefined(level._unlink_node_list[a_index_string]))
|
||
|
{
|
||
|
if(isdefined(level._unlink_node_list[a_index_string].links[b_index_string]))
|
||
|
{
|
||
|
level._unlink_node_list[a_index_string].links[b_index_string] = undefined; // Remove record of earlier unlink
|
||
|
level._unlink_node_list[a_index_string].ignore_on_migrate[b_index_string] = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// /# println("Linking node at " + a.origin + " to node at " + b.origin); #/
|
||
|
|
||
|
LinkNodes(a,b);
|
||
|
}
|
||
|
|
||
|
function unlink_nodes(a,b, bDontLinkOnMigrate = false)
|
||
|
{
|
||
|
if(!NodesAreLinked(a,b))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
check_and_create_node_lists();
|
||
|
|
||
|
a_index_string = "" + a.origin;
|
||
|
b_index_string = "" + b.origin;
|
||
|
|
||
|
if(!isdefined(level._unlink_node_list[a_index_string]))
|
||
|
{
|
||
|
level._unlink_node_list[a_index_string] = spawnstruct();
|
||
|
level._unlink_node_list[a_index_string].node = a;
|
||
|
level._unlink_node_list[a_index_string].links = [];
|
||
|
level._unlink_node_list[a_index_string].ignore_on_migrate = [];
|
||
|
}
|
||
|
|
||
|
if(!isdefined(level._unlink_node_list[a_index_string].links[b_index_string]))
|
||
|
{
|
||
|
level._unlink_node_list[a_index_string].links[b_index_string] = b; // Add a record of the unlink.
|
||
|
level._unlink_node_list[a_index_string].ignore_on_migrate[b_index_string] = bDontLinkOnMigrate;
|
||
|
}
|
||
|
|
||
|
|
||
|
if(isdefined(level._link_node_list[a_index_string]))
|
||
|
{
|
||
|
if(isdefined(level._link_node_list[a_index_string].links[b_index_string]))
|
||
|
{
|
||
|
level._link_node_list[a_index_string].links[b_index_string] = undefined; // Remove record of earlier link.
|
||
|
level._link_node_list[a_index_string].ignore_on_migrate[b_index_string] = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// /# println("Unlinking node at " + a.origin + " from node at " + b.origin); #/
|
||
|
|
||
|
UnlinkNodes(a,b);
|
||
|
}
|
||
|
|
||
|
//spawn_path_node( (-6392, 4329, 0), (0,0,0), "targetname", "blah" );
|
||
|
|
||
|
function spawn_path_node(origin, angles, k1, v1, k2, v2)
|
||
|
{
|
||
|
if(!isdefined(level._spawned_path_nodes))
|
||
|
{
|
||
|
level._spawned_path_nodes = [];
|
||
|
}
|
||
|
|
||
|
node = spawnstruct();
|
||
|
|
||
|
node.origin = origin;
|
||
|
node.angles = angles;
|
||
|
node.k1 = k1;
|
||
|
node.v1 = v1;
|
||
|
node.k2 = k2;
|
||
|
node.v2 = v2;
|
||
|
|
||
|
node.node = spawn_path_node_internal(origin, angles, k1, v1, k2, v2);
|
||
|
|
||
|
level._spawned_path_nodes[level._spawned_path_nodes.size] = node;
|
||
|
|
||
|
return node.node;
|
||
|
}
|
||
|
|
||
|
function spawn_path_node_internal(origin, angles, k1, v1, k2, v2)
|
||
|
{
|
||
|
if(isdefined(k2))
|
||
|
{
|
||
|
return SpawnPathNode("node_pathnode", origin, angles, k1, v1, k2, v2);
|
||
|
}
|
||
|
else if(isdefined(k1))
|
||
|
{
|
||
|
return SpawnPathNode("node_pathnode", origin, angles, k1, v1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return SpawnPathNode("node_pathnode", origin, angles);
|
||
|
}
|
||
|
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
function delete_spawned_path_nodes()
|
||
|
{
|
||
|
/* if(!isdefined(level._spawned_path_nodes))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//for(i = 0; i < level._spawned_path_nodes.size; i ++)
|
||
|
for(i = level._spawned_path_nodes.size - 1; i > -1; i --)
|
||
|
{
|
||
|
/# println("Deleting spawned path node @ " + level._spawned_path_nodes[i].origin); #/
|
||
|
DeletePathNode(level._spawned_path_nodes[i].node);
|
||
|
level._spawned_path_nodes[i].node = undefined;
|
||
|
}*/
|
||
|
}
|
||
|
|
||
|
function respawn_path_nodes()
|
||
|
{
|
||
|
if(!isdefined(level._spawned_path_nodes))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for(i = 0; i < level._spawned_path_nodes.size; i ++)
|
||
|
{
|
||
|
node_struct = level._spawned_path_nodes[i];
|
||
|
|
||
|
/# println("Re-spawning spawned path node @ " + node_struct.origin); #/
|
||
|
node_struct.node = spawn_path_node_internal(node_struct.origin, node_struct.angles, node_struct.k1, node_struct.v1, node_struct.k2, node_struct.v2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function link_changes_internal_internal(list, func)
|
||
|
{
|
||
|
keys = GetArrayKeys(list);
|
||
|
|
||
|
for(i = 0; i < keys.size; i ++)
|
||
|
{
|
||
|
node = list[keys[i]].node;
|
||
|
|
||
|
node_keys = GetArrayKeys(list[keys[i]].links);
|
||
|
|
||
|
for(j = 0; j < node_keys.size; j ++)
|
||
|
{
|
||
|
if(isdefined(list[keys[i]].links[node_keys[j]]))
|
||
|
{
|
||
|
|
||
|
if(IS_TRUE(list[keys[i]].ignore_on_migrate[node_keys[j]]))
|
||
|
{
|
||
|
/# println("Node at " + keys[i] + " to node at " + node_keys[j] + " - IGNORED"); #/
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
/# println("Node at " + keys[i] + " to node at " + node_keys[j]); #/
|
||
|
[[func]](node, list[keys[i]].links[node_keys[j]]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function link_changes_internal(func_for_link_list, func_for_unlink_list)
|
||
|
{
|
||
|
if(isdefined(level._link_node_list))
|
||
|
{
|
||
|
/# println("Link List"); #/
|
||
|
link_changes_internal_internal(level._link_node_list, func_for_link_list);
|
||
|
}
|
||
|
|
||
|
if(isdefined(level._unlink_node_list))
|
||
|
{
|
||
|
/# println("UnLink List"); #/
|
||
|
link_changes_internal_internal(level._unlink_node_list, func_for_unlink_list);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function link_nodes_wrapper(a, b)
|
||
|
{
|
||
|
if(!NodesAreLinked(a,b))
|
||
|
{
|
||
|
LinkNodes(a,b);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function unlink_nodes_wrapper(a, b)
|
||
|
{
|
||
|
if(NodesAreLinked(a,b))
|
||
|
{
|
||
|
UnlinkNodes(a,b);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function undo_link_changes()
|
||
|
{
|
||
|
/# println("***");
|
||
|
println("***");
|
||
|
println("*** Undoing link changes"); #/
|
||
|
|
||
|
link_changes_internal( &unlink_nodes_wrapper, &link_nodes_wrapper);
|
||
|
|
||
|
delete_spawned_path_nodes();
|
||
|
|
||
|
}
|
||
|
|
||
|
function redo_link_changes()
|
||
|
{
|
||
|
/# println("***");
|
||
|
println("***");
|
||
|
println("*** Redoing link changes"); #/
|
||
|
|
||
|
respawn_path_nodes();
|
||
|
|
||
|
link_changes_internal( &link_nodes_wrapper, &unlink_nodes_wrapper);
|
||
|
}
|
||
|
|
||
|
function is_gametype_active( a_gametypes )
|
||
|
{
|
||
|
b_is_gametype_active = false;
|
||
|
|
||
|
if ( !IsArray( a_gametypes ) )
|
||
|
{
|
||
|
a_gametypes = Array( a_gametypes );
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < a_gametypes.size; i++ )
|
||
|
{
|
||
|
if ( GetDvarString( "g_gametype" ) == a_gametypes[ i ] )
|
||
|
{
|
||
|
b_is_gametype_active = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return b_is_gametype_active;
|
||
|
}
|
||
|
|
||
|
function register_custom_spawner_entry( spot_noteworthy, func )
|
||
|
{
|
||
|
if ( !IsDefined( level.custom_spawner_entry ) )
|
||
|
{
|
||
|
level.custom_spawner_entry = [];
|
||
|
}
|
||
|
|
||
|
level.custom_spawner_entry[ spot_noteworthy ] = func;
|
||
|
}
|
||
|
|
||
|
function get_player_weapon_limit( player )
|
||
|
{
|
||
|
if ( IsDefined( self.get_player_weapon_limit ) )
|
||
|
{
|
||
|
return [[self.get_player_weapon_limit]]( player );
|
||
|
}
|
||
|
|
||
|
if ( IsDefined( level.get_player_weapon_limit ) )
|
||
|
{
|
||
|
return [[level.get_player_weapon_limit]]( player );
|
||
|
}
|
||
|
|
||
|
weapon_limit = 2;
|
||
|
if ( player HasPerk( PERK_ADDITIONAL_PRIMARY_WEAPON ) )
|
||
|
{
|
||
|
weapon_limit = level.additionalprimaryweapon_limit;
|
||
|
}
|
||
|
|
||
|
return weapon_limit;
|
||
|
}
|
||
|
|
||
|
function get_player_perk_purchase_limit()
|
||
|
{
|
||
|
n_perk_purchase_limit_override = level.perk_purchase_limit; // start with the default value
|
||
|
|
||
|
// level-specific override
|
||
|
if ( IsDefined( level.get_player_perk_purchase_limit ) )
|
||
|
{
|
||
|
n_perk_purchase_limit_override = self [[level.get_player_perk_purchase_limit]]();
|
||
|
}
|
||
|
|
||
|
return n_perk_purchase_limit_override;
|
||
|
}
|
||
|
|
||
|
function can_player_purchase_perk()
|
||
|
{
|
||
|
if ( self.num_perks < self zm_utility::get_player_perk_purchase_limit() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// you can always buy one more if you currently have unquenchable
|
||
|
if ( self bgb::is_enabled( "zm_bgb_unquenchable" ) || self bgb::is_enabled( "zm_bgb_soda_fountain" ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Give player all perks
|
||
|
// b_exclude_quick_revive - if you need to prevent a solo player from getting quick revive
|
||
|
function give_player_all_perks( b_exclude_quick_revive = false ) // self == player
|
||
|
{
|
||
|
// give the player all the perks in the map
|
||
|
a_str_perks = GetArrayKeys( level._custom_perks );
|
||
|
|
||
|
foreach( str_perk in a_str_perks )
|
||
|
{
|
||
|
if ( str_perk == PERK_QUICK_REVIVE && b_exclude_quick_revive )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( !self HasPerk( str_perk ) )
|
||
|
{
|
||
|
self zm_perks::give_perk( str_perk, false );
|
||
|
|
||
|
if ( isdefined( level.perk_bought_func ) )
|
||
|
{
|
||
|
self [[ level.perk_bought_func ]]( str_perk );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function wait_for_attractor_positions_complete()
|
||
|
{
|
||
|
self waittill( "attractor_positions_generated" );
|
||
|
|
||
|
self.attract_to_origin = false;
|
||
|
}
|
||
|
|
||
|
// Migrated from _zm_weapons.
|
||
|
function get_player_index( player )
|
||
|
{
|
||
|
assert( IsPlayer( player ) );
|
||
|
assert( IsDefined( player.characterIndex ) );
|
||
|
|
||
|
/#
|
||
|
// used for testing to switch player's VO in-game from devgui
|
||
|
if ( player.entity_num == 0 && GetDvarString( "zombie_player_vo_overwrite" ) != "" )
|
||
|
{
|
||
|
new_vo_index = GetDvarInt( "zombie_player_vo_overwrite" );
|
||
|
return new_vo_index;
|
||
|
}
|
||
|
#/
|
||
|
return player.characterIndex;
|
||
|
}
|
||
|
|
||
|
// ****************************************
|
||
|
// get_specific_character() returns the player character associated with the index given.
|
||
|
// For zm_zod, the indices are defined as follows:
|
||
|
// #define FLOYD 0
|
||
|
// #define JACK 1
|
||
|
// #define ROSE 2
|
||
|
// #define NERO 3
|
||
|
// For other levels, indices will differ.
|
||
|
// Copied from zm_factory.gsc
|
||
|
function get_specific_character( n_character_index )
|
||
|
{
|
||
|
foreach( character in level.players )
|
||
|
{
|
||
|
if( character.characterIndex == n_character_index )
|
||
|
return character;
|
||
|
}
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
function zombie_goto_round( n_target_round )
|
||
|
{
|
||
|
level notify( "restart_round" );
|
||
|
|
||
|
if ( n_target_round < 1 )
|
||
|
{
|
||
|
n_target_round = 1;
|
||
|
}
|
||
|
|
||
|
level.zombie_total = 0;
|
||
|
zombie_utility::ai_calculate_health( n_target_round );
|
||
|
zm::set_round_number( n_target_round - 1 );
|
||
|
|
||
|
// kill all active zombies
|
||
|
zombies = zombie_utility::get_round_enemy_array();
|
||
|
if ( isdefined( zombies ) )
|
||
|
{
|
||
|
array::run_all( zombies, &Kill );
|
||
|
}
|
||
|
|
||
|
level.sndGotoRoundOccurred = true;
|
||
|
|
||
|
level waittill( "between_round_over" );
|
||
|
}
|
||
|
|
||
|
// spawn ent at v_point and test if it's touching any enabled zone volume; return true/false
|
||
|
// this is a workaround for not having a good way of testing whether a point or struct is inside a volume for now
|
||
|
// ignore_zone - zone that we don't want to return true from
|
||
|
function is_point_inside_enabled_zone( v_origin, ignore_zone )
|
||
|
{
|
||
|
temp_ent = Spawn( "script_origin", v_origin );
|
||
|
|
||
|
foreach( zone in level.zones )
|
||
|
{
|
||
|
// If the zone hasn't been enabled, don't even bother checking
|
||
|
if ( !zone.is_enabled )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( isdefined( ignore_zone ) && ( zone == ignore_zone ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Okay check to see if an entity is in one of the zone volumes
|
||
|
foreach( e_volume in zone.volumes )
|
||
|
{
|
||
|
if ( temp_ent IsTouching( e_volume ) )
|
||
|
{
|
||
|
temp_ent Delete();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
temp_ent Delete();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
function clear_streamer_hint()
|
||
|
{
|
||
|
if ( IsDefined(self.streamer_hint) )
|
||
|
{
|
||
|
self.streamer_hint Delete();
|
||
|
self.streamer_hint = undefined;
|
||
|
}
|
||
|
self notify("wait_clear_streamer_hint");
|
||
|
}
|
||
|
|
||
|
function wait_clear_streamer_hint( lifetime )
|
||
|
{
|
||
|
self endon("wait_clear_streamer_hint");
|
||
|
wait lifetime;
|
||
|
if ( IsDefined(self) )
|
||
|
self clear_streamer_hint();
|
||
|
}
|
||
|
|
||
|
|
||
|
function create_streamer_hint( origin, angles, value, lifetime )
|
||
|
{
|
||
|
if ( self == level )
|
||
|
{
|
||
|
foreach( player in GetPlayers() )
|
||
|
{
|
||
|
player clear_streamer_hint();
|
||
|
}
|
||
|
}
|
||
|
self clear_streamer_hint();
|
||
|
self.streamer_hint = CreateStreamerHint( origin, value );
|
||
|
if ( IsDefined(angles) )
|
||
|
self.streamer_hint.angles = angles;
|
||
|
if ( self != level )
|
||
|
{
|
||
|
self.streamer_hint SetInvisibleToAll();
|
||
|
self.streamer_hint SetVisibleToPlayer( self );
|
||
|
}
|
||
|
|
||
|
self.streamer_hint SetIncludeMeshes( true );
|
||
|
|
||
|
self notify("wait_clear_streamer_hint");
|
||
|
if ( IsDefined(lifetime) && lifetime > 0 )
|
||
|
{
|
||
|
self thread wait_clear_streamer_hint(lifetime);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function approximate_path_dist( player )
|
||
|
{
|
||
|
AIProfile_BeginEntry( "approximate_path_dist" );
|
||
|
|
||
|
goal_pos = player.origin;
|
||
|
if ( isdefined( player.last_valid_position ) )
|
||
|
{
|
||
|
goal_pos = player.last_valid_position;
|
||
|
}
|
||
|
|
||
|
if ( IS_TRUE( player.b_teleporting ) )
|
||
|
{
|
||
|
if ( isdefined( player.teleport_location ) )
|
||
|
{
|
||
|
goal_pos = player.teleport_location;
|
||
|
if ( !IsPointOnNavmesh( goal_pos, self ) )
|
||
|
{
|
||
|
position = GetClosestPointOnNavMesh( goal_pos, 100, 15 );
|
||
|
if ( IsDefined( position ) )
|
||
|
{
|
||
|
goal_pos = position;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
assert( IsDefined( level.pathdist_type ), "level.pathdist_type must be set before calling PathDistance" );
|
||
|
|
||
|
//PathDistance( <start>, <end>, <generatePathForAccurateDist>, <pathEnt>, <pathDistanceType>, <maxCornerPredictions> )
|
||
|
approx_dist = PathDistance( self.origin, goal_pos, true, self, level.pathdist_type );
|
||
|
|
||
|
AIProfile_EndEntry();
|
||
|
|
||
|
return approx_dist;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Helper function for slowdowns
|
||
|
function register_slowdown( str_type, n_rate, n_duration )
|
||
|
{
|
||
|
if ( !isdefined( level.a_n_slowdown_rates ) )
|
||
|
{
|
||
|
level.a_n_slowdown_rates = [];
|
||
|
}
|
||
|
|
||
|
level.a_s_slowdowns[ str_type ] = SpawnStruct();
|
||
|
level.a_s_slowdowns[ str_type ].n_rate = n_rate;
|
||
|
level.a_s_slowdowns[ str_type ].n_duration = n_duration;
|
||
|
}
|
||
|
|
||
|
|
||
|
// All-purpose function to slow a zombie. Can handle slowdowns from multiple sources.
|
||
|
// The slowest rate will always be applied first, until it wears out, then the next highest one will be applied.
|
||
|
// str_type is the reason for the slow
|
||
|
// n_rate is the new animation rate
|
||
|
function slowdown_ai( str_type )
|
||
|
{
|
||
|
self notify( "starting_slowdown_ai" );
|
||
|
self endon( "starting_slowdown_ai" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
Assert( isdefined( level.a_s_slowdowns[ str_type ] ), "Slowdown \"" + str_type + "\" must be registered through register_slowdown first" );
|
||
|
|
||
|
if ( !isdefined( self.a_n_slowdown_timeouts ) )
|
||
|
{
|
||
|
self.a_n_slowdown_timeouts = [];
|
||
|
}
|
||
|
|
||
|
n_time = GetTime();
|
||
|
n_timeout = n_time + level.a_s_slowdowns[ str_type ].n_duration;
|
||
|
|
||
|
// See if the slowdown is already being applied
|
||
|
if ( !isdefined( self.a_n_slowdown_timeouts[ str_type ] ) ||
|
||
|
self.a_n_slowdown_timeouts[ str_type ] < n_timeout )
|
||
|
{
|
||
|
self.a_n_slowdown_timeouts[ str_type ] = n_timeout;
|
||
|
}
|
||
|
|
||
|
// search for the lowest rate and apply that
|
||
|
while ( self.a_n_slowdown_timeouts.size )
|
||
|
{
|
||
|
str_lowest_type = undefined;
|
||
|
n_lowest_rate = 10.0;
|
||
|
foreach( str_index, n_slowdown_timeout in self.a_n_slowdown_timeouts )
|
||
|
{
|
||
|
//TODO Make sure clearing an entry doesn't mess up the foreach
|
||
|
// remove old expired times
|
||
|
if ( n_slowdown_timeout <= n_time )
|
||
|
{
|
||
|
self.a_n_slowdown_timeouts[ str_index ] = undefined;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( level.a_s_slowdowns[ str_index ].n_rate < n_lowest_rate )
|
||
|
{
|
||
|
str_lowest_type = str_index;
|
||
|
n_lowest_rate = level.a_s_slowdowns[ str_index ].n_rate;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( isdefined ( str_lowest_type ) )
|
||
|
{
|
||
|
// Apply the slowest rate
|
||
|
self ASMSetAnimationRate( n_lowest_rate );
|
||
|
|
||
|
n_duration = self.a_n_slowdown_timeouts[ str_lowest_type ] - n_time;
|
||
|
wait( n_duration );
|
||
|
|
||
|
// Remove slowdown
|
||
|
self.a_n_slowdown_timeouts[ str_lowest_type ] = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// No more slowdowns, return to normal
|
||
|
self ASMSetAnimationRate( 1.0 );
|
||
|
}
|
||
|
|
||
|
//*****************************************************************************
|
||
|
//*****************************************************************************
|
||
|
|
||
|
function get_player_closest_to( e_target )
|
||
|
{
|
||
|
a_players= ArrayCopy( level.activeplayers );
|
||
|
|
||
|
// If the target is also a player, remove it from the copied array of players.
|
||
|
ArrayRemoveValue( a_players, e_target );
|
||
|
|
||
|
e_closest_player = ArrayGetClosest( e_target.origin, a_players );
|
||
|
|
||
|
return e_closest_player;
|
||
|
}
|
||
|
|
||
|
//*****************************************************************************
|
||
|
//*****************************************************************************
|
||
|
|
||
|
function is_facing( facee, requiredDot = 0.5, b_2d = true )
|
||
|
{
|
||
|
orientation = self getPlayerAngles();
|
||
|
v_forward = anglesToForward( orientation );
|
||
|
v_to_facee = facee.origin - self.origin;
|
||
|
|
||
|
if( b_2d )
|
||
|
{
|
||
|
v_forward_computed = ( v_forward[0], v_forward[1], 0 );
|
||
|
v_to_facee_computed = ( v_to_facee[0], v_to_facee[1], 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
v_forward_computed = v_forward;
|
||
|
v_to_facee_computed = v_to_facee;
|
||
|
}
|
||
|
|
||
|
v_unit_forward_computed = VectorNormalize( v_forward_computed );
|
||
|
v_unit_to_facee_computed = VectorNormalize( v_to_facee_computed );
|
||
|
|
||
|
dotProduct = VectorDot( v_unit_forward_computed, v_unit_to_facee_computed );
|
||
|
return ( dotProduct > requiredDot ); // reviver is facing player within given dot tolerance.
|
||
|
}
|
||
|
|
||
|
//Returns true if the player is in a solo game that cannot be hotjoined
|
||
|
function is_solo_ranked_game()
|
||
|
{
|
||
|
return ( level.players.size == 1 && GetDvarInt( "zm_private_rankedmatch", 0 ) );
|
||
|
}
|
||
|
|
||
|
function upload_zm_dash_counters( force_upload = false ) {}
|
||
|
|
||
|
function upload_zm_dash_counters_end_game() {}
|
||
|
|
||
|
function increment_zm_dash_counter( counter_name, amount ) {}
|
||
|
|
||
|
function zm_dash_stats_game_start() {}
|
||
|
|
||
|
function zm_dash_stats_game_end() {}
|
||
|
|
||
|
function zm_dash_stats_wait_for_consumable_use() {}
|