[Mod FF]: _damagefeedback: added hitmarker when AI was flashed

This commit is contained in:
JerryALT 2024-06-06 00:20:11 +03:00
parent 9f92cf9127
commit 8775a7455d

View File

@ -6,18 +6,13 @@ init()
precacheShader( "h1_damage_feedback" );
precacheShader( "h1_damage_feedback_headshot" );
// if ( getDvar( "scr_damagefeedback" ) == "" )
// setDvar( "scr_damagefeedback", "1" );
level.damagefeedback_funcs = [];
AddDamageFunction(::monitorDamage);
AddDamageFunction(::so_ai_flashed_damage_feedback);
// if ( getDvar( "scr_damagefeedback" ) == "0" )
// return;
// axis = getAIArray( "axis" );
// array_thread( axis, ::monitorDamage );
// add_global_spawn_function( "axis", ::monitorDamage );
enemies = getaiarray( "axis" );
array_thread( enemies, ::monitorDamage );
add_global_spawn_function( "axis", ::monitorDamage );
array_thread( enemies, ::DamageFeedbackFunctions );
add_global_spawn_function( "axis", ::DamageFeedbackFunctions );
level.player thread init_damage_feedback();
}
@ -46,20 +41,43 @@ init_damage_feedback()
self.hud_damagefeedback_headshot.y = 25; // aligns it to the center of the crosshair.
}
DamageFeedbackFunctions()
{
for ( i = 0; i < level.damagefeedback_funcs.size; i++ )
{
func = level.damagefeedback_funcs[ i ];
self thread [[ func[ "function" ] ]]();
}
}
monitorDamage()
{
level.player endon("death");
while( isDefined(self) && isAlive(self) )
while( isDefined( self ) && isAlive( self ) )
{
self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName );
self damagefeedback_took_damage( damage, attacker, direction_vec, point, type, modelName, tagName );
}
}
// from mw3 scripts
so_ai_flashed_damage_feedback()
{
level.player endon( "death" );
while( isDefined( self ) && isAlive( self ) )
{
// <origin> exists in the game function, but doesn't have Scr_AddVector return :<
// https://discord.com/channels/1091304681822752778/1091317154420375562/1248003248225259622
self waittill( "flashbang", /*flash_origin,*/ flash_dist, flash_angle, attacker, team );
attacker updateDamageFeedback( self, false, false );
}
}
damagefeedback_took_damage( damage, attacker, direction_vec, point, type, modelName, tagName )
{
if ( !isplayer( attacker ) )
if ( !isPlayer( attacker ) )
return;
legal_bullet_types = [];
legal_bullet_types[ "MOD_PISTOL_BULLET" ] = true;
@ -108,7 +126,7 @@ updateDamageFeedback( attacked, kill, headshot )
updateDamageFeedbackSnd()
{
if ( getDvar( "snd_hitsoundDisabled" ) == "1" )
if( !SoundHitEffectHasEnabled() )
return;
if ( !isPlayer( self ) )
@ -120,7 +138,7 @@ updateDamageFeedbackSnd()
updateDamageFeedbackHUD( attacked, kill, headshot )
{
if ( getDvar( "cg_drawDamageFeedbackOption" ) == "0" )
if( !HitMarkerHasEnabled() )
return;
if ( !isPlayer( self ) )
@ -156,3 +174,42 @@ updateDamageFeedbackHUD( attacked, kill, headshot )
self.hud_damagefeedback.y = 25 - int( offset );
self.hud_damagefeedback_headshot.y = 25 - int( offset );
}
SoundHitEffectHasEnabled()
{
return getDvarInt( "snd_hitsoundDisabled" ) == 0;
}
HitMarkerHasEnabled()
{
return getDvarInt( "cg_drawDamageFeedbackOption" ) == 1;
}
AddDamageFunction( function )
{
func = [];
func[ "function" ] = function;
level.damagefeedback_funcs[ level.damagefeedback_funcs.size ] = func;
}
RemoveDamageFunction( function )
{
new_damagefeedback_funcs = [];
for ( i = 0; i < level.damagefeedback_funcs.size; i++ )
{
func_array = level.damagefeedback_funcs[ i ];
if ( func_array[ "function" ] == function )
continue;
new_damagefeedback_funcs[ new_damagefeedback_funcs.size ] = func_array;
}
level.damagefeedback_funcs = new_damagefeedback_funcs;
}
GetDamageFunctionSize()
{
return level.damagefeedback_funcs.size;
}