cod4-sdk/raw/maps/_nightvision.gsc

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2008-01-19 00:00:00 +00:00
#include common_scripts\utility;
#include maps\_hud_util;
#include maps\_utility;
main()
{
thread init_and_run();
}
init_and_run()
{
PrecacheNightVisionCodeAssets();
PrecacheShellshock( "nightvision" );
level.nightVision_DLight_Effect = loadfx( "misc/NV_dlight" );
level.nightVision_Reflector_Effect = loadfx( "misc/ir_tapeReflect" );
//RAYME: the enabled/disabled flag isn't being used
flag_init( "nightvision_enabled" );
flag_init( "nightvision_on" );
flag_set( "nightvision_enabled" );
flag_init( "nightvision_dlight_enabled" );
flag_set( "nightvision_dlight_enabled" );
flag_clear( "nightvision_dlight_enabled" );
level.player SetActionSlot( 1, "nightvision" );
VisionSetNight( "default_night" );
waittillframeend;
wait 0.05;
thread nightVision_Toggle();
}
nightVision_Toggle()
{
level.player endon ( "death" );
for (;;)
{
level.player waittill( "night_vision_on" );
nightVision_On();
level.player waittill( "night_vision_off" );
nightVision_Off();
wait 0.05;
}
}
nightVision_check()
{
return isdefined( level.player.nightVision_Enabled );
}
nightVision_On()
{
// wait for the goggles to come down over the eyes
level.player.nightVision_Started = true; // we've started the pulldown
wait ( 1.0 );
flag_set( "nightvision_on" );
level.player.nightVision_Enabled = true;
//thread doShellshock();
/#
// spawn an ent to play the dlight fx on
if ( flag( "nightvision_dlight_enabled" ) )
{
assert( !isdefined( level.nightVision_DLight ) );
level.nightVision_DLight = spawn( "script_model", level.player getEye() );
level.nightVision_DLight setmodel( "tag_origin" );
level.nightVision_DLight linkto( level.player );
playfxontag ( level.nightVision_DLight_Effect, level.nightVision_DLight, "tag_origin" );
}
#/
ai = getaiarray( "allies" );
array_thread( ai, ::enable_ir_beacon );
add_global_spawn_function( "allies", ::enable_ir_beacon );
// level thread nightVision_EffectsOn();
}
enable_ir_beacon()
{
if ( !isdefined( self.has_ir ) )
return;
assertex( self.has_ir, ".has_ir must be true or undefined" );
animscripts\shared::updateLaserStatus();
thread maps\_nightvision::loopReflectorEffect();
}
nightVision_EffectsOn()
{
level endon ( "night_vision_off" );
friendlies = getAIArray( "allies" );
for ( index = 0; index < friendlies.size; index++ )
{
for ( i = 0; i < friendlies.size; i++ )
{
if ( isDefined( friendlies[ i ].usingNVFx ) )
continue;
friendlies[ i ].usingNVFx = true;
friendlies[ i ] animscripts\shared::updateLaserStatus();
friendlies[ i ] thread loopReflectorEffect();
}
wait ( 2.0 );
friendlies = getAIArray( "allies" );
}
}
loopReflectorEffect()
{
level endon ( "night_vision_off" );
self endon ( "death" );
for ( ;; )
{
playfxontag ( level.nightVision_Reflector_Effect, self, "tag_reflector_arm_le" );
playfxontag ( level.nightVision_Reflector_Effect, self, "tag_reflector_arm_ri" );
wait ( 0.1 );
}
}
nightVision_Off()
{
// wait until the goggles pull off
wait ( 0.5 );
// delete the DLight fx
remove_global_spawn_function( "allies", ::enable_ir_beacon );
level notify( "night_vision_off" );
if ( isdefined( level.nightVision_DLight ) )
level.nightVision_DLight delete();
// level.player stopshellshock();
level.player notify( "nightvision_shellshock_off" );
flag_clear( "nightvision_on" );
level.player.nightVision_Enabled = undefined;
level.player.nightVision_Started = undefined;
level thread nightVision_EffectsOff();
}
nightVision_EffectsOff()
{
friendlies = getAIArray( "allies" );
for ( index = 0; index < friendlies.size; index++ )
{
friendlies[index].usingNVFx = undefined;
friendlies[index] animscripts\shared::updateLaserStatus();
}
}
doShellshock()
{
level.player endon( "nightvision_shellshock_off" );
for (;;)
{
duration = 60;
level.player shellshock( "nightvision", duration );
wait duration;
}
}
ShouldBreakNVGHintPrint()
{
return isDefined( level.player.nightVision_Started );
}
should_break_disable_nvg_print()
{
return !isDefined( level.player.nightVision_Started );
}