iw3sp-mod/iw3sp_mod_ff_src/raw/scripts/_damagefeedback.gsc

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#include maps\_utility;
#include common_scripts\utility;
init()
{
precacheShader( "h1_damage_feedback" );
precacheShader( "h1_damage_feedback_headshot" );
// if ( getDvar( "scr_damagefeedback" ) == "" )
// setDvar( "scr_damagefeedback", "1" );
// 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 );
level.player thread init_damage_feedback();
}
init_damage_feedback()
{
self.hud_damagefeedback = newHudElem( self );
self.hud_damagefeedback.alignX = "center";
self.hud_damagefeedback.alignY = "middle";
self.hud_damagefeedback.horzAlign = "center";
self.hud_damagefeedback.vertAlign = "middle";
self.hud_damagefeedback.alpha = 0;
self.hud_damagefeedback.archived = true;
self.hud_damagefeedback setShader( "h1_damage_feedback", 50, 50 * 2 );
self.hud_damagefeedback.y = 25; // aligns it to the center of the crosshair.
self.hud_damagefeedback_headshot = newHudElem( self );
self.hud_damagefeedback_headshot.alignX = "center";
self.hud_damagefeedback_headshot.alignY = "middle";
self.hud_damagefeedback_headshot.horzAlign = "center";
self.hud_damagefeedback_headshot.vertAlign = "middle";
self.hud_damagefeedback_headshot.alpha = 0;
self.hud_damagefeedback_headshot.archived = true;
self.hud_damagefeedback_headshot setShader( "h1_damage_feedback_headshot", 50, 50 * 2 );
self.hud_damagefeedback_headshot.color = ( 1, 0.2, 0.2 );
self.hud_damagefeedback_headshot.y = 25; // aligns it to the center of the crosshair.
}
monitorDamage()
{
level.player endon("death");
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 );
}
}
damagefeedback_took_damage( damage, attacker, direction_vec, point, type, modelName, tagName )
{
if ( !isplayer( attacker ) )
return;
legal_bullet_types = [];
legal_bullet_types[ "MOD_PISTOL_BULLET" ] = true;
legal_bullet_types[ "MOD_RIFLE_BULLET" ] = true;
if ( isDefined( self.bullet_resistance ) )
{
if ( isDefined( legal_bullet_types[ type ] ) )
{
if ( damage <= self.bullet_resistance )
return;
}
}
if ( !isAlive( self ) )
{
headshot = false;
if ( ( self.damageLocation == "helmet" || self.damageLocation == "head" ) && isDefined( legal_bullet_types[ type ] ) )
headshot = true;
attacker updateDamageFeedback( self, true, headshot );
}
else
{
attacker updateDamageFeedback( self, false, false );
}
}
updateDamageFeedback( attacked, kill, headshot )
{
if ( !isPlayer( self ) )
return;
if ( !isDefined( attacked.team ) )
return;
if ( ( attacked.team == "allies" ) || ( attacked.team == "neutral" ) )
return;
/*
if ( isDefined( attacked.magic_bullet_shield ) && attacked.magic_bullet_shield )
return;
if ( isDefined( attacked.godmode ) && attacked.godmode )
return;
if ( isDefined( attacked.script_godmode ) && attacked.script_godmode )
return;
*/
self updateDamageFeedbackSnd();
self updateDamageFeedbackHUD( attacked, kill, headshot );
}
updateDamageFeedbackSnd()
{
if ( getDvar( "snd_hitsoundDisabled" ) == "1" )
return;
if ( !isPlayer( self ) )
return;
if ( soundExists( "SP_hit_alert_npc" ) )
self playLocalSound( "SP_hit_alert_npc" );
}
updateDamageFeedbackHUD( attacked, kill, headshot )
{
if ( getDvar( "cg_drawDamageFeedbackOption" ) == "0" )
return;
if ( !isPlayer( self ) )
return;
fadeTime = 1; //fade out crosshair damage indicator over this time
//If in slomo, fade out damage indicator faster (the value entered for the slomo time fraction
if ( isDefined( level.slowmo.speed_slow ) )
fadeTime = level.slowmo.speed_slow;
if ( kill )
self.hud_damagefeedback.color = ( 1, 0.2, 0.2 );
else
self.hud_damagefeedback.color = ( 1, 1, 1 );
if ( kill && headshot )
self.hud_damagefeedback_headshot.alpha = 1;
else
self.hud_damagefeedback.alpha = 1;
if ( kill && headshot )
self.hud_damagefeedback_headshot fadeOverTime( fadeTime );
else
self.hud_damagefeedback fadeOverTime( fadeTime );
if ( kill && headshot )
self.hud_damagefeedback_headshot.alpha = 0;
else
self.hud_damagefeedback.alpha = 0;
offset = 0 * 240;
self.hud_damagefeedback.y = 25 - int( offset );
self.hud_damagefeedback_headshot.y = 25 - int( offset );
}