[Global]: loading init
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121
iw3sp_mod_ff_src/raw/scripts/_damagefeedback.gsc
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121
iw3sp_mod_ff_src/raw/scripts/_damagefeedback.gsc
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#include maps\_utility;
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#include common_scripts\utility;
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init()
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{
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precacheShader( "h1_damage_feedback" );
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precacheShader( "h1_damage_feedback_headshot" );
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// if ( getDvar( "scr_damagefeedback" ) == "" )
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// setDvar( "scr_damagefeedback", "1" );
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// if ( getDvar( "scr_damagefeedback" ) == "0" )
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// return;
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axis = getaiarray( "axis" );
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array_thread( axis, ::monitorDamage );
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add_global_spawn_function( "axis", ::monitorDamage );
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level.player thread init_damage_feedback();
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}
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init_damage_feedback()
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{
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self.hud_damagefeedback = newHudElem( self );
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self.hud_damagefeedback.alignX = "center";
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self.hud_damagefeedback.alignY = "middle";
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self.hud_damagefeedback.horzAlign = "center";
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self.hud_damagefeedback.vertAlign = "middle";
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self.hud_damagefeedback.alpha = 0;
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self.hud_damagefeedback.archived = true;
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self.hud_damagefeedback setShader( "h1_damage_feedback", 50, 50 * 2 );
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self.hud_damagefeedback.y = 25; // aligns it to the center of the crosshair.
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self.hud_damagefeedback_headshot = newHudElem( self );
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self.hud_damagefeedback_headshot.alignX = "center";
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self.hud_damagefeedback_headshot.alignY = "middle";
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self.hud_damagefeedback_headshot.horzAlign = "center";
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self.hud_damagefeedback_headshot.vertAlign = "middle";
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self.hud_damagefeedback_headshot.alpha = 0;
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self.hud_damagefeedback_headshot.archived = true;
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self.hud_damagefeedback_headshot setShader( "h1_damage_feedback_headshot", 50, 50 * 2 );
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self.hud_damagefeedback_headshot.color = ( 1, 0.2, 0.2 );
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self.hud_damagefeedback_headshot.y = 25; // aligns it to the center of the crosshair.
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}
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monitorDamage()
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{
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self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName );
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self damagefeedback_took_damage( damage, attacker, direction_vec, point, type, modelName, tagName );
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}
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damagefeedback_took_damage( damage, attacker, direction_vec, point, type, modelName, tagName )
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{
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if ( !isplayer( attacker ) )
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return;
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legal_bullet_types = [];
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legal_bullet_types[ "MOD_PISTOL_BULLET" ] = true;
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legal_bullet_types[ "MOD_RIFLE_BULLET" ] = true;
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if ( isdefined( self.bullet_resistance ) )
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{
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if ( isdefined( legal_bullet_types[ type ] ) )
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{
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if ( damage <= self.bullet_resistance )
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return;
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}
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}
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if ( !isalive( self ) )
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{
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headshot = false;
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if ( ( self.damageLocation == "helmet" || self.damageLocation == "head" ) && isdefined( legal_bullet_types[ type ] ) )
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headshot = true;
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attacker updateDamageFeedback( self, true, headshot );
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}
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else
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{
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attacker updateDamageFeedback( self, false, false );
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}
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}
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updateDamageFeedback( attacked, kill, headshot )
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{
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if ( getDvar( "cg_drawDamageFeedbackOption" ) == "0" )
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return;
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if ( !isPlayer( self ) )
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return;
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if ( !isdefined( attacked.team ) )
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return;
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if ( ( attacked.team == "allies" ) || ( attacked.team == "neutral" ) )
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return;
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if ( getDvar( "snd_hitsoundDisabled" ) == "0" )
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self playlocalsound( "SP_hit_alert_npc" );
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fadeTime = 1; //fade out crosshair damage indicator over this time
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if ( kill )
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self.hud_damagefeedback.color = ( 1, 0.2, 0.2 );
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else
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self.hud_damagefeedback.color = ( 1, 1, 1 );
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if ( kill && headshot )
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self.hud_damagefeedback_headshot.alpha = 1;
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else
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self.hud_damagefeedback.alpha = 1;
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if ( kill && headshot )
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self.hud_damagefeedback_headshot fadeOverTime( fadeTime );
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else
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self.hud_damagefeedback fadeOverTime( fadeTime );
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if ( kill && headshot )
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self.hud_damagefeedback_headshot.alpha = 0;
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else
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self.hud_damagefeedback.alpha = 0;
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offset = 0 * 240;
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self.hud_damagefeedback.y = 25 - int( offset );
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self.hud_damagefeedback_headshot.y = 25 - int( offset );
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}
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